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dc.contributor.authorBurelli, Paoloen_US
dc.contributor.editorW. Bares and M. Christie and R. Ronfarden_US
dc.date.accessioned2015-04-27T11:22:50Z
dc.date.available2015-04-27T11:22:50Z
dc.date.issued2015en_US
dc.identifier.isbn978-3-905674-79-8
dc.identifier.issn2411-9733
dc.identifier.urihttp://dx.doi.org/10.2312/wiced.20151080en_US
dc.description.abstractCinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and animations and there is an inverse relationship between player freedom and cinematographic quality. In this paper, we present a description of a series of technical challenges connected with the development of an automatic camera control library for computer games and we showcase a set of algorithmic and engineering solutions.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.6 [Computer Graphics]en_US
dc.subjectMethodology and Techniquesen_US
dc.subject[Interaction techniques]en_US
dc.subjectI.2.8 [Artificial Intelligence]en_US
dc.subjectProblem Solvingen_US
dc.subjectControl Methodsen_US
dc.subjectSearchen_US
dc.subject[Heuristic methods]en_US
dc.titleImplementing Game Cinematography: Technical Challenges and Solutions for Automatic Camera Control in Gamesen_US
dc.description.seriesinformationEurographics Workshop on Intelligent Cinematography and Editingen_US
dc.description.sectionheadersPosters and Demonstrationsen_US
dc.identifier.doi10.2312/wiced.20151080en_US
dc.identifier.pages59-62en_US


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