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Real-time Computational Cinematographic Editing for Broadcasting of Volumetric-captured events: an Application to Ultimate Fighting

Published:15 November 2023Publication History

ABSTRACT

The capacity to capture and broadcast sports events with close to real-time volumetric reconstruction techniques opens exciting perspectives in how audiences can consume and interact with these contents. In this work, we propose the design of an real-time cinematography system that is capable of generating qualitative framing and editing of volumetric-captured content, by mimicking real broadcast footage. To illustrate our approach, we focus on the specific problem of cinematography for ring-based events such as Ultimate Fighting Championships (UFC). We start by extracting statistical features from hours of real footage to understand the specific framing and cutting behaviors of real broadcast directors. We then exploit these features in a real-time editing system, not only to replicate the behaviors in existing broadcasting, but also to generalize to novel camera layouts. We demonstrate our approach on the volumetric reconstruction of UFC fights, compare our results with baseline methods, and report different qualitative and quantitative evaluations.

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References

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    • Published in

      cover image ACM Conferences
      MIG '23: Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games
      November 2023
      224 pages
      ISBN:9798400703935
      DOI:10.1145/3623264

      Copyright © 2023 ACM

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      Publication History

      • Published: 15 November 2023

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