Abstract
Controlling an autonomous camera in three-dimensional (3D) virtual environments is a difficult task which manifests itself in many interactive computer graphics applications. Computer games [2] and guided exploration [1] are examples where autonomous cameras are required to provide suitable views of the scene as the user interacts with the environment. The camera system is expected to consistently provide a suitable view of the target object(s) for the user.
The camera control problem is often over-constrained. We successfully applied local search strategies to generate solutions to the problem in real-time. A cost is associated with each constraint (current constraints are: distance, height, occlusion, frame coherence rotation, and frame coherence distance), making some constraints more likely to be satisfied than others. A 3D game engine was developed to evaluate the camera’s real-time performance. Preliminary comparisons with related works indicate significant performance benefits from the use of local search.
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Beckhaus, S., Ritter, F., Strothotte, T.: CubicalPath - dynamic potential fields for guided exploration in virtual environments. In: Barsky, B.A., Shinagawa, Y., Wang, W. (eds.) Pacific Graphics 2000 (Hong Kong), October 3-5, pp. 387–395. IEEE Press, Los Alamitos (2000)
Halper, N., Helbing, R., Strothotte, T.: A camera engine for computer games: Managing the trade-off between constraint satisfaction and frame coherence. In: Wallace, M. (ed.) CP 2004. LNCS, vol. 3258, p. 811. Springer, Heidelberg (2004)
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Bourne, O., Sattar, A. (2004). Applying Constraint Satisfaction Techniques to 3D Camera Control. In: Wallace, M. (eds) Principles and Practice of Constraint Programming – CP 2004. CP 2004. Lecture Notes in Computer Science, vol 3258. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30201-8_90
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DOI: https://doi.org/10.1007/978-3-540-30201-8_90
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-23241-4
Online ISBN: 978-3-540-30201-8
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