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dc.contributor.authorChristie, Marcen_US
dc.contributor.authorOlivier, Patricken_US
dc.contributor.authorNormand, Jean-Marieen_US
dc.date.accessioned2015-02-21T13:21:55Z
dc.date.available2015-02-21T13:21:55Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01181.xen_US
dc.description.abstractRecent progress in modelling, animation and rendering means that rich, high fidelity virtual worlds are found in many interactive graphics applications. However, the viewer s experience of a 3D world is dependent on the nature of the virtual cinematography, in particular, the camera position, orientation and motion in relation to the elements of the scene and the action. Camera control encompasses viewpoint computation, motion planning and editing. We present a range of computer graphics applications and draw on insights from cinematographic practice in identifying their different requirements with regard to camera control. The nature of the camera control problem varies depending on these requirements, which range from augmented manual control (semi-automatic) in interactive applications, to fully automated approaches. We review the full range of solution techniques from constraint-based to optimization-based approaches, and conclude with an examination of occlusion management and expressiveness in the context of declarative approaches to camera control.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleCamera Control in Computer Graphicsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number8en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01181.xen_US
dc.identifier.pages2197-2218en_US
dc.description.documenttypestar


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