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dc.contributor.authorBett, Matthewen_US
dc.contributor.authorMichno, Erinen_US
dc.contributor.authorMcAlpine, Keneth B.en_US
dc.contributor.editorSilvester Czanner and Wen Tangen_US
dc.date.accessioned2014-01-31T20:18:44Z
dc.date.available2014-01-31T20:18:44Z
dc.date.issued2013en_US
dc.identifier.isbn978-3-905673-98-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents.TPCG.TPCG13.049-056en_US
dc.description.abstractVirtual cameras and virtual production techniques are an indispensable tool in blockbuster filmmaking but due to their integration into commercial motion-capture solutions, they are currently out-of-reach to low-budget and amateur users. We examine the potential of a low budget high-accuracy solution to create a simple motion capture system using controller hardware designed for video games. With this as a basis, a functional virtual camera system was developed which has proven usable and robust for commercial testing.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.6 [Computer Graphics]en_US
dc.subjectMethodology and Techniquesen_US
dc.subjectInteraction Techniquesen_US
dc.subjectI.3.7 [Information Interfaces and Presentations]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectVirtual realityen_US
dc.titleA Cost Effective, Accurate Virtual Camera System for Games, Media Production and Interactive Visualisation Using Game Motion Controllersen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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