TL;DR: Some basic heuristics of filmmaking are discussed and shown how these ideas are encoded in the Virtual Cinematographer, a paradigm for automatically generating complete camera specifications for capturing events in virtual 3D environments in real-time.
Abstract: This paper presents a paradigm for automatically generating complete camera specifications for capturing events in virtual 3D environments in real-time. We describe a fully implemented system, called the Virtual Cinematographer, and demonstrate its application in a virtual “party” setting. Cinematographic expertise, in the form of film idioms, is encoded as a set of small hierarchically organized finite state machines. Each idiom is responsible for capturing a particular type of scene, such as three virtual actors conversing or one actor moving across the environment. The idiom selects shot types and the timing of transitions between shots to best communicate events as they unfold. A set of camera modules, shared by the idioms, is responsible for the low-level geometric placement of specific cameras for each shot. The camera modules are also responsible for making subtle changes in the virtual actors’ positions to best frame each shot. In this paper, we discuss some basic heuristics of filmmaking and show how these ideas are encoded in the Virtual Cinematographer. CR
TL;DR: Experimental results show that the proposed generalized camera control is crucial for viewing 360° video, while the proposed efficient algorithm is essential for making the generalized control computationally tractable.
Abstract: 360° Video requires human viewers to actively control where to look while watching the video. Although it provides a more immersive experience of the visual content, it also introduces additional burden for viewers, awkward interfaces to navigate the video lead to suboptimal viewing experiences. Virtual cinematography is an appealing direction to remedy these problems, but conventional methods are limited to virtual environments or rely on hand-crafted heuristics. We propose a new algorithm for virtual cinematography that automatically controls a virtual camera within a 360° video. Compared to the state of the art, our algorithm allows more general camera control, avoids redundant outputs, and extracts its output videos substantially more efficiently. Experimental results on over 7 hours of real in the wild video show that our generalized camera control is crucial for viewing 360° video, while the proposed efficient algorithm is essential for making the generalized control computationally tractable.
TL;DR: A lightweight artificial intelligence system, Cambot, is introduced that can be used to assist in machinima production and takes a script as input and produces a cinematic visualization.
Abstract: Machinima is a low-cost alternative to full production filmmaking. However, creating quality cinematic visualizations with existing machinima techniques still requires a high degree of talent and effort. We introduce a lightweight artificial intelligence system, Cambot, that can be used to assist in machinima production. Cambot takes a script as input and produces a cinematic visualization. Unlike other virtual cinematography systems, Cambot favors an offline algorithm coupled with an extensible library of specific modular and reusable facets of cinematic knowledge. One of the advantages of this approach to virtual cinematography is a tight coordination between the positions and movements of the camera and the actors.
TL;DR: Virtual cinematographic application module (VC) as mentioned in this paper is used in vertual reality and other interactive applications to improve upon the fixed point-of-view shots or ceiling mounted cameras, allowing users to see themselves with an agent at camera positions that appear natural.
Abstract: Communication in a three-dimensional virtual environment generated by a computer is achieved by automatically applying rules of cinematography typically used for motion pictures. A camera view specification is produced (40) from interpreted cinematographic events (38). A real time camera controller, called the virtual cinematographic application module (VC) (50), is used in vertual reality and other interactive applications to improve upon the fixed point-of-view shots or ceiling mounted cameras. VC (50) is used in intelligent agent user interfaces to allow users to see themselves with an agent at camera positions that appear natural.
TL;DR: The evaluation suggests that users generally appreciate the idea of FEPs, and that it can effectively help novice and medium experienced users in crafting film sequences with little training.
Abstract: This 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 in cinematographic visual properties, such as shot sizes, camera angles, or layout of actors on the screen. We present the vocabulary of the FEP language, introduce its usage in analyzing styles from annotated film data, and describe how it can support users in the creative design of film sequences in 3D. More specifically, (i) we define the FEP language, (ii) we present an application to craft filmic sequences from 3D animated scenes that uses FEPs as a high level mean to select cameras and perform cuts between cameras that follow best practices in cinema, and (iii) we evaluate the benefits of FEPs by performing user experiments in which professional filmmakers and amateurs had to create cinematographic sequences. The evaluation suggests that users generally appreciate the idea of FEPs, and that it can effectively help novice and medium experienced users in crafting film sequences with little training.