dc.contributor.author | Oskam, Thomas | en_US |
dc.contributor.author | Sumner, Robert W. | en_US |
dc.contributor.author | Thuerey, Nils | en_US |
dc.contributor.author | Gross, Markus | en_US |
dc.contributor.editor | Eitan Grinspun and Jessica Hodgins | en_US |
dc.date.accessioned | 2016-02-18T11:50:48Z | |
dc.date.available | 2016-02-18T11:50:48Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.isbn | 978-1-60558-610-6 | en_US |
dc.identifier.issn | 1727-5288 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1145/1599470.1599478 | en_US |
dc.description.abstract | We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a path is chosen along which the focus target will be in view. The efficiency of our algorithm comes from a visibility-aware roadmap data structure that permits the precomputation of a coarse representation of all collision-free paths through an environment, together with an estimate of the pair-wise visibility between all portions of the scene. Our runtime system executes a path planning algorithm using the precomputed roadmap values to find a coarse path, and then refines the path using a sequence of occlusion maps computed on-the-fly. An iterative smoothing algorithm, together with a physically-based camera model, ensures that the path followed by the camera is smooth in both space and time. Our global planning strategy on the visibility-aware roadmap enables large-scale camera transitions as well as a local third-person camera module that follows a player and avoids obstructed viewpoints. The data structure itself adapts at run-time to dynamic occluders that move in an environment. We demonstrate these capabilities in several realistic game environments. | en_US |
dc.publisher | ACM SIGGRAPH / Eurographics Association | en_US |
dc.subject | I.3.7 [Three Dimensional Graphics and Realism] | en_US |
dc.subject | Animation | en_US |
dc.subject | K.8 [Personal Computing] | en_US |
dc.subject | Games | en_US |
dc.title | Visibility Transition Planning for Dynamic Camera Control | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on Computer Animation | en_US |
dc.description.sectionheaders | Geometry | en_US |
dc.identifier.doi | 10.1145/1599470.1599478 | en_US |
dc.identifier.pages | 55-66 | en_US |