“A collaborative real time previsualization tool for video games and film” by Northam, Istead and Kaplan

  • ©Lesley Northam, Joe Istead, and Craig S. Kaplan

  • ©Lesley Northam, Joe Istead, and Craig S. Kaplan

  • ©Lesley Northam, Joe Istead, and Craig S. Kaplan

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Title:

    A collaborative real time previsualization tool for video games and film

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Abstract:


    The video game and film industries use previsualization (previs) to produce preliminary animations, walk-throughs and still images of scenes, levels and other assets. Using these collaborative planning tools early in the production pipeline reduces costs later on by providing a consistent and detailed cinematographic vision. Most of the previs literature addresses the problem of camera calibration and shot planning [Nitsche 2008]. Gouchet et al. [2007] developed a natural interface for filming a virtual scene using a real camera. Mori et al. [2011] presented an on-set stereoscopic previs method that employs 3D models of characters and sets to calibrate and plan 3D shots.

References:


    1. Gouchet, X., Quittard, R., and Serikoff, N. 2007. Scp camera. In ACM SIGGRAPH 2007 emerging technologies, ACM, New York, NY, USA, SIGGRAPH ’07.
    2. Lesley Northam, J. I., and Kaplan, C. S. 2011. Rtfx: Onset previs with unrealengine3. In International Conference on Entertainment Computing.
    3. Mori, S., Ichikari, R., Shibata, F., Kimura, A., and Tamura, H. 2011. Enabling on-set stereoscopic mr-based previsualization for 3d filmmaking. In SIGGRAPH Asia 2011 Sketches, ACM, New York, NY, USA, SA ’11, 14:1–14:2.
    4. Nitsche, M. 2008. Experiments in the use of game technology for pre-visualization. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share, ACM, New York, NY, USA, Future Play ’08, 160–165.


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