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dc.contributor.authorRonfard, Rémien_US
dc.contributor.editorBühler, Katja and Rushmeier, Hollyen_US
dc.date.accessioned2021-04-09T08:41:58Z
dc.date.available2021-04-09T08:41:58Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.142663
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf142663
dc.description.abstractOver the last forty years, researchers in computer graphics have proposed a large variety of theoretical models and computer implementations of a virtual film director, capable of creating movies from minimal input such as a screenplay or storyboard. The underlying film directing techniques are also in high demand to assist and automate the generation of movies in computer games and animation. The goal of this survey is to characterize the spectrum of applications that require film directing, to present a historical and up-to-date summary of research in algorithmic film directing, and to identify promising avenues and hot topics for future research.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectAnimation
dc.subjectScene understanding
dc.subjectApplied computing
dc.subjectPerforming arts
dc.titleFilm Directing for Computer Games and Animationen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersState of the Art Reports
dc.description.volume40
dc.description.number2
dc.identifier.doi10.1111/cgf.142663
dc.identifier.pages713-730
dc.description.documenttypestar


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