TY - GEN
T1 - Visibility transition planning for dynamic camera control
AU - Oskam, Thomas
AU - Sumner, Robert W.
AU - Thuerey, Nils
AU - Gross, Markus
PY - 2009
Y1 - 2009
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=70450230746&partnerID=8YFLogxK
U2 - 10.1145/1599470.1599478
DO - 10.1145/1599470.1599478
M3 - Conference contribution
AN - SCOPUS:70450230746
SN - 9781605586106
T3 - Computer Animation, Conference Proceedings
SP - 55
EP - 65
BT - Symposium on Computer Animation 2009 - ACM SIGGRAPH / Eurographics Symposium Proceedings
T2 - Symposium on Computer Animation 2009 - ACM SIGGRAPH / Eurographics Symposium
Y2 - 1 August 2009 through 2 August 2009
ER -