ABSTRACT
We present the Director's Lens, an intelligent interactive assistant for crafting virtual cinematography using a motion-tracked hand-held device that can be aimed like a real camera. The system employs an intelligent cinematography engine that can compute, at the request of the filmmaker, a set of suitable camera placements for starting a shot. These suggestions represent semantically and cinematically distinct choices for visualizing the current narrative. In computing suggestions, the system considers established cinema conventions of continuity and composition along with the filmmaker's previous selected suggestions, and also his or her manually crafted camera compositions, by a machine learning component that adapts shot editing preferences from user-created camera edits. The result is a novel workflow based on interactive collaboration of human creativity with automated intelligence that enables efficient exploration of a wide range of cinematographic possibilities, and rapid production of computer-generated animated movies.
- B. Adams and S. Venkatesh. Director in your pocket: holistic help for the hapless home videographer. In Proceedings of the 12th ACM International Conference on Multimedia, pages 460--463. ACM Press, 2004. Google ScholarDigital Library
- D. Amerson, S. Kime, and R. M. Young. Real-time cinematic camera control for interactive narratives. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, pages 369--369. ACM Press, 2005. Google ScholarDigital Library
- D. Arijon. Grammar of the Film Language. Hastings House Publishers, 1976.Google Scholar
- Autodesk. The new art of virtual moviemaking. Autodesk whitepaper, 2009.Google Scholar
- W. Bares, S. McDermott, C. Boudreaux, and S. Thainimit. Virtual 3D camera composition from frame constraints. In Proceedings of the 8th ACM international conference on Multimedia, pages 177--186. ACM Press, 2000. Google ScholarDigital Library
- B. Brown. Cinematography: Theory and Practice: Image Making for Cinematographers, Directors, and Videographers. Focal Press, 1st edition, 2002.Google Scholar
- M. Christie, E. Languénou, and L. Granvilliers. Modeling camera control with constrained hypertubes. In Proceedings of the Constraint Programming Conference (CP 2002), pages 618--632. Springer-Verlag, 2002. Google ScholarDigital Library
- M. Christie and J.-M. Normand. A semantic space partitioning approach to virtual camera control. In Proceedings of the 2005 Eurographics Conference, pages 247--256. Blackwell Publishing, 2005.Google Scholar
- N. Courty, F. Lamarche, S. Donikian, and E. Marchand. A cinematography system for virtual storytelling. In Proceedings of the 2003 International Conference on Virtual Storytelling, volume 2897, pages 30--34, November 2003.Google ScholarCross Ref
- S. M. Drucker and D. Zeltzer. Camdroid: a system for implementing intelligent camera control. In Proceedings of the 1995 Symposium on Interactive 3D Graphics, pages 139--144. ACM Press, 1995. Google ScholarDigital Library
- D. Elson and M. Riedl. A lightweight intelligent virtual cinematography system for machinima generation. In Proceedings of the 3rd Conference on AI for Interactive Entertainment (AIIDE), 2007.Google Scholar
- S. Feiner. Apex: An experiment in the automated creation of pictorial explanations. IEEE Computer Graphics & Applications, pages 29--37, 1985. Google ScholarDigital Library
- M. L. Gleicher and F. Liu. Re-cinematography: improving the camera dynamics of casual video. In Proceedings of the 15th international conference on Multimedia, pages 27--36. ACM Press, 2007. Google ScholarDigital Library
- N. Halper, R. Helbing, and T. Strothotte. A camera engine for computer games: managing the trade-off between constraint satisfaction and frame coherence. In Proceedings of the 2001 Eurographics Conference, pages 174--183. Blackwell Publishing, 2001.Google ScholarCross Ref
- L. He, M. F. Cohen, and D. H. Salesin. The virtual cinematographer: a paradigm for automatic real-time camera control and directing. In Proceedings of the 23rd ACM conference on Computer graphics and interactive techniques (SIGGRAPH '96), pages 217--224. ACM Press, 1996. Google ScholarDigital Library
- Innoventive-Software. Frameforge3d, 2007.Google Scholar
- A. Jhala. Cinematic discourse generation. PhD thesis, 2009. Google ScholarDigital Library
- A. Jhala, C. Rawls, S. Munilla, and R. M. Young. Longboard: A sketch based intelligent storyboarding tool for creating machinima. In Proceedings of the 2008 FLAIRS Conference, pages 386--390, 2008.Google Scholar
- K. Kardan and H. Casanova. Virtual cinematography of group scenes using hierarchical lines of actions. In Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, pages 171--178. ACM Press, 2008. Google ScholarDigital Library
- C. Lino, M. Christie, F. Lamarche, G. Schofield, and P. Olivier. A real-time cinematography system for interactive 3D environments. In Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pages 139--148. ACM Press, 2010. Google ScholarDigital Library
- E. B. Passos, A. Montenegro, E. W. G. Clua, C. Pozzer, and V. Azevedo. Neuronal editor agent for scene cutting in game cinematography. Comput. Entertain., 7:57:1--57:17, 2010. Google ScholarDigital Library
- B. Peterson. Learning to See Creatively. Watson-Guptill, 1988.Google Scholar
- S. J. Teller and C. H. Sequin. Visibility preprocessing for interactive walkthroughs. In ACM, editor, Proceedings of the 18th ACM annual conference on Computer graphics and interactive techniques (SIGGRAPH), pages 61--69, 1991. Google ScholarDigital Library
- C. Ware and S. Osborne. Exploration and virtual camera control in virtual three dimensional environments. Proceedings of the 1990 symposium on Interactive 3D graphics (SI3D 90), pages 175--183, 1990. Google ScholarDigital Library
Index Terms
- The director's lens: an intelligent assistant for virtual cinematography
Recommendations
Thinking Like a Director: Film Editing Patterns for Virtual Cinematographic Storytelling
Special Section on Deep Learning for Intelligent Multimedia AnalyticsThis article introduces Film Editing Patterns (FEP), a language to formalize film editing practices and stylistic choices found in movies. FEP constructs are constraints, expressed over one or more shots from a movie sequence, that characterize changes ...
A smart assistant for shooting virtual cinematography with motion-tracked cameras
MM '11: Proceedings of the 19th ACM international conference on MultimediaThis demonstration shows how an automated assistant encoded with knowledge of cinematography practice can offer suggested viewpoints to a filmmaker operating a hand-held motion-tracked virtual camera device. Our system, called Director's Lens, uses an ...
Heuristics for continuity editing of cinematic computer graphics scenes
Sandbox '09: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video GamesWe present a set of heuristics for editing footage of 3D computer graphics cinematic sequences into a coherent movie clip which obeys the conventions of continuity editing. Our approach mimics the decision processes of an editor assembling a clip out of ...
Comments