| Drucker, S.M., Galyean, T.A., Zeltzer, D.: CINEMA: A System for Procedural Camera Movements. In: SIGGRAPH Symposium on 3D Interaction. Cambridge, MA. (1992) |
....[7] and desktop constrained navigation [8] to handle VR environment issues. Early important work on intelligent navigation upon which we build includes that of Mackinlay et al. 9] and Phillips et al. 10] as well as motion control systems like those of Ware and Osborne [16] Drucker et al. [5], and Robinett and Holloway [11] The addition of intelligent interfaces is illustrated by the work of Billinghurst and Savage [2] The acquisition of cognitive maps, a special and limited application of constrained navigation, has attracted a great deal of attention as well, as described in the ....
S. M. Drucker, T. A. Galyean, and D. Zeltzer. Cinema: A system for procedural camera movements. In Computer Graphics, pages 67--70, 1992.
....positions. In this paper, by contrast, we are concerned with real time camera placement as the interactively controlled action proceeds. A number of other systems concentrate on finding the best camera placement when interactive tasks are performed [8, 14, 16] In particular, Drucker et al. [4, 5, 6] show how to set up the optimal camera positions for individual shots by solving small constrained optimization problems. For efficiency reasons, in the real time setting we select shots from a small set of possible camera specifications so that camera positions can be computed using closed form ....
....due to unexpected occlusions, or they may miss a critical action due to minimum length shot constraints. Some of these issues can be resolved by redesigning the idioms in the current structure. We are also looking into incorporating simple constraint solvers, such as the ones proposed by Drucker [4, 5, 6] and Gleicher and Witkin [8] In addition, we would like to expand the input to the VC to include such ancillary information as the emotional state of the scene or of individual actors. For example, if the situation is tense, faster cuts might be made, or if one actor is scared, the camera might ....
Steven M. Drucker, Tinsley A. Galyean, and David Zeltzer. CINEMA: A system for procedural camera movements. In David Zeltzer, editor, Computer Graphics (1992 Symposium on Interactive 3D Graphics) , volume 25, pages 67--70, March 1992.
....is used to compute the time derivates of the actual viewing parameters which allows for controls to be defined independently of the underlying view parametrization. Many other researchers have addressed research issues associated with view definitions and in particular viewpoint movements [7, 14, 8, 2, 3, 6, 11]. However, most of the developed techniques are heavily application dependent. They do not allow a user to interactively define multiple views on a 3D scene in an intuitive, graphical manner such that each view can be configured and parametrized according to the user s needs. 2.2 The CSE and PGO ....
S.M. Drucker, T.A. Galyean, and D. Zeltzer. CINEMA: A system for procedural camera movements. In D. Zeltzer, editor, Computer Graphics (1992 Symposium on Interactive 3D Graphics), pages 67--70, 1992.
.... Hanson [7] and Shoemake [20, 21] to methods that intelligently focus on particular scene points such as Mackinlay et al. 12] constraint based camera placement systems such as Phillips et al. 15] and general control systems such as those discussed by Ware and Osborne [25] and Drucker et al. [6]. The use of constraints in view selection specifically for virtual reality has been used, for example, by Robinett and Holloway [16] to go beyond the usual flying modality, and by Billinghurst and Savage [2] in an expert system context. In this paper, we focus on the problem of using a 2 ....
S. M. Drucker, T. A. Galyean, and D. Zeltzer. Cinema: A system for procedural camera movements. In Computer Graphics, pages 67--70, 1992. Proceedings of 1992 Symposium on Interactive 3D Graphics.
....in this area ranges widely in its objectives. Methods that intelligently focus on particular scene points include Mackinlay et al. 15] while Phillips et al. 20] construct constraintbased camera placement, and more general control systems are treated by Ware and Osborne [27] and Drucker et al. [6]. Robinett and Holloway [22] employ constraints in view selection, while expert knowledge is utilized by Billinghurst and Savage [1] wayfinding strategies in general are analyzed in Darken and Sibert [5] while viewpoint control and locomotion in immersive environments have been studied by ....
S. M. Drucker, T. A. Galyean, and D. Zeltzer. Cinema: A system for procedural camera movements. In Computer Graphics, pages 67--70, 1992. Proceedings of 1992 Symposium on Interactive 3D Graphics.
....as well[18] In general, however, computers have not played a role in managing storyboards and associated information, although as far back as 1978 Catmull[3] stressed the value of using computers for this purpose. Recently, there has been some interest in creating interactive storyboard systems[8], but at this time, no such system is discussed in the literature. 2.2 Camera Placement and Control Positioning synthetic cameras is one of the more complex tasks that the scene creation interface must handle. A good deal of literature on this subject has been produced during the past few years. ....
....the target object is far away and logarithmically slower as the camera approaches the target. More recent work by Phillips et al. 19] augments 3D direct manipulation of cameras by automatically adjusting the view to ensure smooth viewing transitions and avoid viewing obstructions. Drucker et al.[8] have developed a system that allows for high level procedural descriptions of camera specifications to be written. These descriptions can encapsulate different camera control paradigms such as Ware s; can allow for specification of standard film industry camera moves such as pan, tilt, and roll; ....
Drucker, S. M., Galyean, T. A., and Zeltzer, D. Cinema: A system for procedural camera movements. In 1992 Symposium on Interactive 3D Graphics (Cambridge, Massachusetts, 1992), pp. 67--70.
....general viewing model currently in wide use is the PHIGS model[6] In addition, a variety of special purpose models such as Blinn s spacecraft flyby transformations [3] have been developed. Issues involved in using the LOOKAT LOOKFROM model to navigate virtual spaces are considered by [16] In [7], the LOOKAT LOOKFROM model is embedded in a procedural language for specifying camera motions. Much of the work on interactive camera placement in computer graphics has been concerned with direct control of the camera s position and orientation. The problem of developing intuitive controls for ....
Steven Drucker, Tinsley Gaylean, and David Zeltzer. CINEMA: a system for procedural camera movements. In Proceedings of the 1992 Symposium on Interactive Computer Graphics, pages 67--70, 1992.
....] The key design idea of their collaborative medium is to make use of translucent overlay to combine the workspaces of the different users together with the users image. Other solutions that involve interactive control of the camera in the virtual world are also being taken into consideration [ Drucker et al. 1992 ] The design of the user interface is based on the analysis of popular computer games [ Crawford, 1990 ] The art of game design comes in constructing a set of different possible interactions with the environment. The difference between the New Hollywood and the Old is that computer games are ....
S.M. Drucker, T.A. Galyean, et al. Cinema: A system for procedural camera movements. In 1992 Symposium on Interactive 3D Graphics, pages 67--70, Boston, MA, 1992. ACM SIGGRAPPH. Special Issue.
.... Hanson [8] and Shoemake [21, 22] to methods that intelligently focus on particular scene points such as Mackinlay et al. 13] constraint based camera placement systems such as Phillips et al. 16] and general control systems such as those discussed by Ware and Osborne [27] and Drucker et al. [6]. The use of constraints in view selection specifically for virtual reality has been used, for example, by Robinett and Holloway [17] to go beyond the usual flying modality, and by Billinghurst and Savage [2] in an expert system context. In this paper, we focus on the particular problem of using ....
Steven M. Drucker, Tinsley A. Galyean, and David Zeltzer. Cinema: A system for procedural camera movements. In Computer Graphics, pages 67--70, 1992. Proceedings of 1992 Symposium on Interactive 3D Graphics.
....an extension of both planned and manual navigation. When the motion is too constrained, it is equivalent to planned navigation, and when there are no constraints, it will be like manual navigation. The parameters that specify the position and orientation of the camera determine the camera model [8]. Some possible camera models include: PointLookAt [2] with the position of the camera and up vector; using Yaw Roll Pich angles for the orientation plus the camera position; or using quaternions and the camera position. Viewpoint manipulation techniques are often called camera metaphors, which ....
S. M. Drucker, T. A. Galyean, and D. Zeltzer. CINEMA: A system for procedural camera movements. In Marc Levoy and Edwin E. Catmull, editors, Proceedings of the 1992 Symposium on Interactive 3D Graphics, pages 67--70, Cambridge, MA, March-- April 1992. ACM Press.
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Drucker, S., T. Galyean, et al. (March 29-April 1, 1992). CINEMA: A System for Procedural Camera Movements. Proc. 1992 Symposium on Interactive 3D Graphics, Cambridge MA: ACM Press.
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Drucker, S., T. Galyean, and D. Zeltzer. CINEMA: A System for Procedural Camera Movements in Proc. 1992 Symposium on Interactive 3D Graphics, Cambridge MA: ACM Press, March 29-April 1, 1992, pp. 67-70.
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Drucker, S.M., Galyean, T.A., Zeltzer, D.: CINEMA: A System for Procedural Camera Movements. In: SIGGRAPH Symposium on 3D Interaction. Cambridge, MA. (1992)
No context found.
Drucker, S.M., Galyean, T.A., & Zeltzer, D. (1992). CINEMA: A system for procedural camera movements. ACM Symposium on Interactive 3D Graphics. p. 67-70.
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Steven M. Drucker, Tinsley A. Galyean and David Zeltzer. CINEMA: A System for Procedural Camera Movements. Proc. 1992.
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S. M. Drucker, T. A. Galyean, and D. Zeltzer. CINEMA: A system for procedural camera movements. Computer Graphics, 26(2):67--70, Mar. 1992. 2
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