2011
DOI: 10.1007/978-3-642-25090-3_14
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Intelligent Camera Control Using Behavior Trees

Abstract: Automatic camera systems produce very basic animations for virtual worlds. Users often view environments through two types of cameras: a camera that they control manually, or a very basic automatic camera that follows their character, minimizing occlusions. Real cinematography features much more variety producing more robust stories. Cameras shoot establishing shots, close-ups, tracking shots, and bird's eye views to enrich a narrative. Camera techniques such as zoom, focus, and depth of field contribute to fr… Show more

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Cited by 13 publications
(11 citation statements)
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“…Penelitian yang lain juga menggunakan metode behavior tree untuk menerapkan kaidah sinematografi. Respons kamera virtual terhadap lingkungan dan aksi akan disimpan dalam sebuah smart events [18]. Penelitian lain yang cukup berkaitan dengan penelitian ini yaitu penelitian yang mengusulkan sebuah bahasa semi otomatis untuk melakukan kontrol terhadap kamera virtual dalam lingkungan virtual [19].…”
Section: Beberapa Kaidah Dalam Fotografi Yang Digunakan Antara Lain Runclassified
“…Penelitian yang lain juga menggunakan metode behavior tree untuk menerapkan kaidah sinematografi. Respons kamera virtual terhadap lingkungan dan aksi akan disimpan dalam sebuah smart events [18]. Penelitian lain yang cukup berkaitan dengan penelitian ini yaitu penelitian yang mengusulkan sebuah bahasa semi otomatis untuk melakukan kontrol terhadap kamera virtual dalam lingkungan virtual [19].…”
Section: Beberapa Kaidah Dalam Fotografi Yang Digunakan Antara Lain Runclassified
“…Markowitz et al [20] used the behavior tree to describe how a single camera behaves like cinematographer assigned by smart events. Behavioral response and parameter information inside the event are stored in "smart events".…”
Section: Related Workmentioning
confidence: 99%
“…Burelli et al [19] employed artificial potential fields to control both camera location and aim direction. Markowitz et al [20] presented a successful attempt to give the game designer a more robust way to customize the portrayal of the game and to give the user the ability to create complex camera transitions to provide a more engaging game experience. Galvane et al [21] used steering behavior approach to control collection of camera agents.…”
Section: Introductionmentioning
confidence: 99%
“…Among the possible behaviour management models, several researchers recommend the use of the Behaviour Trees (BTs). The Behaviour Tree is a "simple data structure that provides graphical representation and formalisation for complex actions" [6]. The first implementation of BTs appeared in 2004 in a one-act interactive drama called Façade, and since then, they have been increasingly used by game AI programmers to create more exciting and complex characters.…”
Section: Introductionmentioning
confidence: 99%