Knowledge

Virtual camera system

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704:) within a captured scene, Kreylos demonstrated the capacity of the Kinect and the virtual camera to allow free-viewpoint navigation of the range of depth, although the camera could only allow video capture of the scene as shown to the front of the Kinect, resulting in fields of black, empty space where the camera was unable to capture video within the field of depth. Later, Kreylos demonstrated a further elaboration on the modification by combining the video streams of two Kinects in order to further enhance the video capture within the view of the virtual camera. Kreylos' developments using the Kinect were covered among the works of others in the Kinect hacking and 741:
framework, and optional joystick or button controls that are commonly used to start or stop recording and adjust lens properties. In 1992, Michael McKenna of MIT's Media Lab demonstrated the earliest documented virtual camera rig when he fixed a Polhemus magnetic motion sensor and a 3.2 inch portable LCD TV to a wooden ruler. The Walkthrough Project at the University of North Carolina at Chapel Hill produced a number of physical input devices for virtual camera view control including dual three-axis joysticks and a billiard-ball shaped prop known as the UNC Eyeball that featured an embedded six-degree of freedom motion tracker and a digital button.
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creative shot selection. In computing subsequent suggested virtual camera shots, the system analyzes the visual compositions and editing patterns of prior recorded shots to compute suggested camera shots that conform to continuity conventions such as not crossing the line of action, matching placement of virtual characters so they appear to look at one another across cuts, and favors those shots which the human operator had previously used in sequence.
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In some camera systems, if no solution can be found, constraints are relaxed. For example, if the solver cannot generate a shot where the character occupies 30 percent of the screen space, it might ignore the screen space constraint and simply ensure that the character is visible at all. Such methods
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Some camera systems use predefined scripts to decide how to select the current shot for commonly seen shot scenarios called film idioms. Typically, the script is going to be triggered as a result of an action. For instance, when the player's character initiates a conversation with another character,
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since it is very simple to implement. However, there are a number of issues with it. In particular, if the current view is not suitable (either because it is occluded by an object, or because it is not showing what the player is interested in), it cannot be changed since the player does not control
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There are primarily three types of third-person camera systems: the "fixed camera systems" in which the camera positions are set during the game creation; the "tracking camera systems" in which the camera simply follows the player's character; and the "interactive camera systems" that are under the
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shots. Such script-based approaches may switch the camera between a set of predefined cameras or rely on a constraint solver to generate the camera coordinates to account for variability in scene layout. This scripted approach and the use of a constraint solver to compute virtual cameras was first
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is to generate the best possible shot given a set of visual constraints. In other words, the constraint solver is given a requested shot composition such as "show this character and ensure that he covers at least 30 percent of the screen space". The solver will then use various methods to try to
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While much of the prior work in automated virtual camera control systems has been directed towards reducing the need for a human to manually control the camera, the Director's Lens solution computes and proposes a palette of suggested virtual camera shots leaving the human operator to make the
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to control the position and orientation of a virtual camera enables the operator to intuitively move and aim the virtual camera by simply walking about and turning the virtual camera rig. A virtual camera rig consists of a portable monitor or tablet device, motion sensors, an optional support
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with its own personality. The style of the shots and their rhythm will be affected by their mood. Thus a happy camera will "cut more frequently, spend more time in close-up shots, move with a bouncy, swooping motion, and brightly illuminate the scene".
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Tracking cameras follows the characters from behind. The player does not control the camera in any way – they cannot for example rotate it or move it to a different position. This type of camera system was very common in early 3D games such as
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This type of camera system is an improvement over the tracking camera system. While the camera is still tracking the character, some of its parameters, such as its orientation or distance to the character, can be changed. On
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create a shot that would satisfy this request. Once a suitable shot is found, the solver outputs the coordinates and rotation of the camera, which can then be used by the graphic engine renderer to display the view.
1545: 383:. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. 643:
the "conversation" script is going to be triggered. This script will contain instructions on how to "shoot" a two-character conversation. Thus the shots will be a combination of, for instance,
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proposed by Drucker. Subsequent research demonstrated how a script-based system could automatically switch cameras to view conversations between avatars in a realtime chat application.
614:. The game had two types of camera systems between which the player could switch at any time. The first one was a standard tracking camera system except that it was partly driven by 1003: 1127: 504:, creating mood through camerawork and selection of shots. Games that use this kind of technique are often praised for their cinematic qualities. Many games with fixed cameras use 479:, during the game creation. The camera views will not change dynamically, so the same place will always be shown under the same set of views. Games that use fixed cameras include 696:
in a series of YouTube videos which showed him combining the Kinect with a PC-based virtual camera. Because the Kinect is capable of detecting a full range of depth (through
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the camera. Sometimes this viewpoint causes difficulty when a character turns or stands face out against a wall. The camera may jerk or end up in awkward positions.
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As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the
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An illustration of a protagonist whom a player controls and a tracking camera just behind, slightly above, and slightly facing down towards that character
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players and hands-free control of the user interfaces of video games and other software on the console. This was later modified by Oliver Kreylos of
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are partially automated and allow the player to directly change the view. To implement camera systems, video game developers use techniques such as
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rendered from a fixed distance behind and slightly above the player character. This viewpoint allows players to see a more strongly characterized
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Tomlinson, Bill; Bruce Blumberg; Delphine Nain (2000). "Expressive autonomous cinematography for interactive virtual environments".
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and view the digital character's movements in real time in a pre-constructed digital environment, such as a house or spaceship.
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With a fixed camera system, the developers set the properties of the camera, such as its position, orientation or
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rather than the camera position; this allows the player to maintain direction when the camera angle changes.
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Bill Tomlinson used a more original approach to the problem. He devised a system in which the camera is an
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Lino, Christophe; Marc Christie; Roberto Ranon; William Bares (1 December 2011). "The director's lens".
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Michael McKenna (March 1992). "Interactive viewpoint control and three-dimensional operations".
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was the first video game to use the technology, which was developed for the 2009 film
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There is a large body of research on how to implement a camera system. The role of a
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Instead of staying behind Mario, the camera intelligently rotates to show the path (
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One advantage of this camera system is that it allows the game designers to use the
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as a filmmaker would do. To solve this issue, the system relies on certain rules or
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is going to be in the next few seconds; therefore, it is not possible to plan the
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Bares, William; Scott McDermott; Christina Boudreaux; Somying Thainimit (2000).
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to provide good accuracy, whereas on PC games it is usually controlled by the
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called the camera system "so smart that it rarely needs manual correction".
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aims at controlling a camera or a set of cameras to display a view of a 3D
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International Conference on Computer Graphics and Interactive Techniques
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Proceedings of the 1992 symposium on Interactive 3D graphics - SI3D '92
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Proceedings of the fourth international conference on Autonomous agents
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Virtual cameras have been developed which allow a director to film
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Proceedings of the 19th ACM international conference on Multimedia
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One of the first games to offer an interactive camera system was
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hybrid peripheral device which provides full-body detection of
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CamDroid: A System for Implementing Intelligent Camera Control
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CamDroid: A System for Implementing Intelligent Camera Control
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showing parameters of the camera that can be adjusted
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difficulty comes from having to control the camera.
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University of North Carolina at Chapel Hill. 1676: 1079:"The Essential 50 Part 36: Super Mario 64 from" 1730:"Final Technical Report – Walkthrough Project" 783: 781: 51:System to display a view of a 3D virtual world 1522: 1492: 352: 1027:"The Legend of Zelda: The Wind Waker Review" 1507: 1024: 778: 433:In video games, "third-person" refers to a 15: 1411:: CS1 maint: location missing publisher ( 1231:Drucker, Steven M.; David Zeltzer (1995). 1000:"Super Mario Sunshine Review for GameCube" 359: 345: 16: 1686: 1572:Lewinski, John Scott (27 February 2009). 1355: 997: 950:"Tomb Raider: The Last Revelation Review" 1627: 1571: 1567: 1565: 549: 519: 460: 55: 24:This is an accepted version of this page 896: 841: 826: 788:Rollings, Andrew; Ernest Adams (2006). 716:Real-time recording and motion tracking 569:, the camera is often controlled by an 14: 1766: 1746:from the original on 23 September 2015 1495:"Kinect Used As 3D Video Capture Tool" 398:to select the most appropriate shots. 1562: 1599: 897:Matulef, Jeffrey (26 January 2015). 577:. This is the case in games such as 428: 1543: 1315:. New York: 217–224. Archived from 1135:International Multimedia Conference 1025:Casamassina, Matt (25 March 2003). 599:The Legend of Zelda: The Wind Waker 586:The Legend of Zelda: The Wind Waker 48: 1728:Frederick Brooks Jr. (June 1992). 1523:Jenna Wortham (21 November 2010). 1493:Kevin Parrish (17 November 2010). 1393:from the original on 29 March 2005 998:Gerstmann, Jeff (4 October 2002). 49: 1795: 1628:Thompson, Anne (1 January 2010). 970: 890: 862: 625: 326:List of text-based computer games 1600:Lowe, Scott (27 February 2009). 1544:Hsu, Jeremy (27 February 2009). 1508:Tim Stevens (29 November 2010). 321:List of stereoscopic video games 71: 1721: 1670: 1649: 1621: 1593: 1537: 1516: 1501: 1486: 1460: 1419: 1334: 1289: 1224: 1156: 1119: 1093: 1071: 1045: 1018: 694:University of California, Davis 419:artificial intelligence scripts 991: 964: 942: 916: 835: 820: 545: 306:List of four-dimensional games 13: 1: 771: 668:In mixed-reality applications 125:Isometric video game graphics 870:"A eulogy for tank controls" 601:was more successful at it - 471:that aim at creating tension 331:Category:Video game graphics 115:Full motion video based game 7: 1300:; David H. 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IGN. 11 December 1999 645:over the shoulder shots 616:artificial intelligence 396:artificial intelligence 311:List of FMV-based games 135:Stereoscopic video game 1774:Video game development 1657:"Optitrack InsightVCS" 844:"Resident Evil Review" 761:Virtual cinematography 698:computer stereo vision 561: 525: 472: 465:Selection of shots in 447:action adventure games 441:and is most common in 120:Graphic adventure game 65: 60:Virtual camera system 1697:10.1145/147156.147163 1602:"The Tech Behind RE5" 1366:10.1145/336595.337513 1029:. IGN. Archived from 975:. IGN. Archived from 926:. IGN. Archived from 846:. IGN. Archived from 639:include zooming out. 595:Super Mario Sunshine' 553: 523: 485:(1998) and the early 464: 435:graphical perspective 377:virtual camera system 283:Virtual camera system 150:Tile-based video game 59: 580:Super Mario Sunshine 403:fixed camera systems 200:3D computer graphics 178:2D computer graphics 155:Top-down perspective 1784:Video game graphics 1474:on 23 December 2010 930:on 11 February 2008 842:Casamassina, Matt. 827:Casamassina, Matt. 808:on 17 February 2009 567:video game consoles 316:List of FPS engines 86:Video game graphics 80:Part of a series on 21:Page version status 1530:The New York Times 1164:Drucker, Steven M. 878:. 20 February 2015 562: 526: 473: 453:player's control. 415:constraint solvers 254:Real-time graphics 183:Parallax scrolling 66: 27: 1635:Popular Mechanics 1497:. Tom's Hardware. 1375:978-1-58113-230-4 1322:on 28 August 2008 1247:978-0-89791-736-0 1182:978-0-89791-736-0 1107:on 13 August 2011 794:. 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Index

latest accepted revision
reviewed

demo

Video game graphics
2.5D & 3/4 perspective
First-person view
Fixed 3D
Full motion video based game
Graphic adventure game
Isometric video game graphics
Side-scrolling video game
Stereoscopic video game
Text-based game
Third-person view
Tile-based video game
Top-down perspective
Vector game
2D computer graphics
Parallax scrolling
Pixel art
Sprite
3D computer graphics
3D rendering
Polygon
Pre-rendering
Cel shading
Skybox
Animation

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