Camera control for shot selection in machinima generated animation

Delta Ardy Prima, Tsuyoshi Usagawa, I. Ketut Eddy Purnama, Mochamad Hariadi

Research output: Contribution to journalArticlepeer-review

1 Citation (Scopus)

Abstract

The development of computer graphics–rendering technology is rapidly increasing—the next-gen game can present 3D images that are closer to reality and can be run in real time. This allows the emergence of a new technique called “machinima,” derived from the words machine and cinema, to make real-time animation movies in a virtual environment. Machinima filmmaking requires a cinematography rule to produce a good animation. A behavior tree is used to select the camera shot according to the cinematography rule using shot idiom such as close-up, back-shot, shoulder-shot, etc. The system allows the camera to decide the proper shot based on events and actions happening in the virtual scene.

Original languageEnglish
Pages (from-to)106-115
Number of pages10
JournalJournal of Theoretical and Applied Information Technology
Volume93
Issue number1
Publication statusPublished - 15 Nov 2016

Keywords

  • Behavior tree
  • Cinematography
  • Game
  • Machinima
  • Virtual camera
  • Virtual world

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