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Interactive Cinematography

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Use quaternion [how? Code] Third-person Camera. Not to occlude the enemy ... Interpolate orientation: quaternion. Problem: camera colliding with level geometry ... – PowerPoint PPT presentation

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Title: Interactive Cinematography


1
(Interactive) Cinematography
  • Ref Chap. 16 (Core Techniques and Algorithms in
    Game Programming)

2
Introduction
  • Placing the camera is extremely important from a
    narrative standpoint
  • Helps to convey the story
  • interesting games spoiled by bad camera angles

3
FPS
  • Camera movement 4 DOF (x,y,z,yaw)
  • Pitch (sometimes) strafing (moving sideways)
  • E.g., keyboard (playerpos) mouse (orientation)
  • Adding inertia to camera for increased realism
  • implement control on acceleration (not velocity)
  • opengl implementation

4
FPS Control
Use mouse to change direction
5
Implementing FPS
6
Inertia Camera
  • Keyboard still position control
  • Mouse drag
  • Speed proportional to torque
  • Each jerk represent an impulsive torque
  • Need friction to stop
  • Time-based motion by Euler integration

7
Mouse Movement
  • Use glutPassiveMotionFunc
  • Detect moving direction
  • Detect moving speed
  • Related API calls
  • glutPassiveMotionFunc, glutSetCursor,
    glutWarpPointer
  • Ref Refhttp//www.gamedev.net/community/forums/t
    opic.asp?topic_id202516
  • Issues
  • Hide mouse cursor
  • Lock mouse focus

8
Flight Simulation
  • Placing virtual camera inside a cockpit
  • Complexity
  • 6 DOF
  • Careful for upside-down motion (flying a loop)
  • Euler angles gimbal lock problem
  • Use quaternion how? Code

9
Third-person Camera
  • Not to occlude the enemy
  • Problem rotating will cause the camera to define
    large arcs (motion sickness)
  • Solution inertia camera
  • Interpolate orientation quaternion
  • Problem camera colliding with level geometry
  • Solution transparent wall between
  • Change camera location move up (lower roof),
    sideways (corner), in front of the player

10
Third Person Camera
11
Cinematic Cameras
12
Camera Styles
  • Fixed camera
  • Dolly cameras
  • Crane cameras
  • Steadycams
  • Implement a real-time algorithm that selects the
    best camera according to heuristics (e.g., the
    one closest to player)

13
Placement Algorithms
  • Basic rules
  • show everything relevant to the scene
  • Should be placed so obstruction between relevant
    information does not occur
  • Aimed at a point of interest
  • Main character, other character in the vicinity,
    pickable items closer than a threshold, objects
    relevant to game play (e.g., obstacle)

14
Ex Camera Placement
Dolly
Pan
Fixed
Dolly
Pan
15
Agent-based Approach
  • AI techniques (rule-based system) to model the
    decision process used by our virtual
    cinematographer in order to call the best
    possible shot
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