TY - GEN
T1 - Visibility Transition Planning for Dynamic Camera Control
AU - Oskam, Thomas
AU - Sumner, Robert W.
AU - Thuerey, Nils
AU - Gross, Markus
N1 - Publisher Copyright:
© Springer-Verlag Berlin Heidelberg 2010.
PY - 2010
Y1 - 2010
N2 - We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a path is chosen along which the focus target will be in view. The efficiency of our algorithm comes from a visibility-aware roadmap data structure that permits the precomputation of a coarse representation of all collision-free paths through an environment, together with an estimate of the pair-wise visibility between all portions of the scene. Our runtime system executes a path planning algorithm using the precomputed roadmap values to find a coarse path, and then refines the path using a sequence of occlusion maps computed on-the-fly. An iterative smoothing algorithm, together with a physically-based camera model, ensures that the path followed by the camera is smooth in both space and time. Our global planning strategy on the visibility-aware roadmap enables large-scale camera transitions as well as a local third-person camera module that follows a player and avoids obstructed viewpoints. The data structure itself adapts at run-time to dynamic occluders that move in an environment. We demonstrate these capabilities in several realistic game environments.
AB - We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a path is chosen along which the focus target will be in view. The efficiency of our algorithm comes from a visibility-aware roadmap data structure that permits the precomputation of a coarse representation of all collision-free paths through an environment, together with an estimate of the pair-wise visibility between all portions of the scene. Our runtime system executes a path planning algorithm using the precomputed roadmap values to find a coarse path, and then refines the path using a sequence of occlusion maps computed on-the-fly. An iterative smoothing algorithm, together with a physically-based camera model, ensures that the path followed by the camera is smooth in both space and time. Our global planning strategy on the visibility-aware roadmap enables large-scale camera transitions as well as a local third-person camera module that follows a player and avoids obstructed viewpoints. The data structure itself adapts at run-time to dynamic occluders that move in an environment. We demonstrate these capabilities in several realistic game environments.
UR - http://www.scopus.com/inward/record.url?scp=84963566403&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-16958-8_30
DO - 10.1007/978-3-642-16958-8_30
M3 - Conference contribution
AN - SCOPUS:84963566403
SN - 9783642169571
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 325
BT - Motion in Games - 3rd International Conference, MIG 2010, Proceedings
A2 - Chrysanthou, Yiorgos
A2 - Komura, Taku
A2 - Boulic, Ronan
PB - Springer Verlag
T2 - 3rd International Conference on Motion in Games, MIG 2010
Y2 - 14 November 2010 through 16 November 2010
ER -