8 research outputs found

    Space maze : experience-driven game camera control

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    Virtual camera control is a key factor in game experience be- cause the camera dictates how players see the game world. As the complexity and unpredictability of games increases, automatic camera control becomes a fundamental require- ment. In this paper, we present a game technology demon- strator that showcases automatic camera control capable of creating dissimilar experiences within a 3D prey/predator game. An adaptation algorithm informed by predictors of subjective experiences adjusts the behavior of the camera to influence the experience of the player throughout the game.This research was supported, in part, by the ILearnRW (project no: 318803) and the C2Learn (project no. 318480) FP7 ICT EU projects.peer-reviewe

    Investigating the interplay between camera viewpoints, game information, and challenge

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    Players perceive information about game environments through a virtual camera. While a significant discussion in the industry and in academic research circles has centered around effective camera control, it is focused mainly on occlusion free placement and smooth movement. The relationship between information communicated by the camera about game state and the selection of camera parameters has not been investigated. In this paper, we systematically investigate the effect of different camera profiles on player experience in a 3D prey/predator test-bed game. We describe a constraint-based dynamic camera system that maintains the position and orientation of the camera based on the constraints imposed by given camera profiles. The impact of different profiles on the amount of game information provided to the player and the player's game challenge preferences is investigated through a user experiment. An artificial neural network model of challenge constructed using artificial evolution reveals the nonlinear mapping between challenge and information features.peer-reviewe

    Global search for occlusion minimisation in virtual camera control

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    This paper presents a fast and reliable global-search approach to the problem of virtual camera positioning when multiple objects that need to be within the reach of the camera are fully occluded. For this purpose, a comparative analysis of global-search algorithms is presented for the problem of maximising camera visibility across different tasks of varying complexity and within different real-time windows. A custom-designed genetic algorithm is compared to octree-based search and random search and results showcase the advantages of the genetic algorithm proposed with respect to efficiency, robustness and computational effort.peer-reviewe

    Applications of CSP solving in computer games (camera control)

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    While camera control systems of commercial 3D games have improved greatly in recent years, they are not as fully developed as are other game components such as graphics and physics engines. Bourne and Sattar (2006) have proposed a reactive constraint based third person perspective camera control system. We have extended the capability of their system to handle occlusion while following the main character, and have used camera cuts to find appropriate camera positions for a few difficult situations. We have developed a reactive constraint based third person perspective chase camera control system to follow a character in a 3D environment. The camera follows the character from (near) optimal positions defined by a camera profile. The desired values of the height and distance constraints of the camera profile are changed appropriately whenever the character enters a semi-enclosed or an enclosed area, and the desired value of the orientation constraint of the camera profile is changed incrementally whenever theoptimal camera view is obstructed. Camera cuts are used whenever the main character backs up to a wall or any other obstructions, or comes out of a semi-enclosed or an enclosed area. Two auxiliary cameras to observe the main camera positions from top and side views have been added. The chase camera control system achieved real-time performance while following the main character in a typical 3D environment, and maintained an optimal view based on a user specified/selected camera profile

    Virtual camera selection using a semiring constraint satisfaction approach

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    Players and viewers of three-dimensional computer generated games and worlds view renderings from the viewpoint of a virtual camera. As such, determining a good view of the scene is important to present a good game or three-dimensional world. Previous research has developed technologies to nd good positions for the virtual camera, but little work has been done to automatically select between multiple virtual cameras, similar to a human director at a sporting event. This thesis describes a software tool to select among camera feeds from multiple virtual cameras in a virtual environment using semiring-based constraint satisfaction techniques (SCSP), a soft constraint approach. The system encodes a designer's preferences, and selects the best camera feed even in over-constrained or under-constrained environments. The system functions in real time for dynamic scenes using only current information (i.e. no prediction). To reduce the camera selection time the SCSP evaluation can be cached and converted to native code. This SCSP approach is implemented in two virtual environments: a virtual hockey game using a spectator viewpoint, and a virtual 3D maze game using a third person perspective. Comparisons against hard constraints are made using constraint satisfaction problems

    Automatisation de la création de scénarios pour les scènes de la visualisation scientifique

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    RÉSUMÉ Bien que l’automatisation de la génération des chemins de caméra soit une pratique courante dans le cinéma et le jeu vidéo, elle fait preuve d’un retard important dans le milieu de la visualisation scientifique. La taille, la nature, la densité du maillage ainsi que l’absence de notions scénaristiques telles que les personnages et les actions font que l’opération d’import de règles de composition issues de domaines artistiques comme le cinéma ou la photographie ainsi que l’application des règles du montage deviennent plus complexe. Ce mémoire introduit une méthodologie qui propose une métamodélisation des attentes des scientifiques vis-à-vis de leurs données ainsi qu’une modélisation des comportements de données qui peuvent les intéresser. Ces modèles permettent de bâtir plus facilement des chemins de caméra pour des scènes numériques issues de simulations ou d’acquisitions. L’application des règles issues de la composition et du montage dans le but de produire des déplacements de caméra préservent l’intention du scientifique deviennent alors plus simple. La méthode a été expérimentée sur un ensemble de scènes issues de la mécanique des fluides et du génie biomédical; les résultats obtenus sur ces scènes nous ont permis de valider le fonctionnement de la méthodologie. Sont également proposés par la méthode un ensemble de paramètres de contrôle afin de modifier le processus de génération pour mieux l’adapter aux besoins précis que peut avoir un scientifique vis-à-vis d’une scène.----------ABSTRACT Automatic camera path generation is a common practice in film making and video games. However, it demonstrated a significant delay in scientific visualization due to the size, the nature, the mesh density and the lack of scriptwriting notions such as characters and actions. In this case, importing cinematography composition, photography composition and match cut rules becomes a more complex operation. This thesis presents a methodology that provides meta-models for the scientists' visualization expectations regarding their data and for the data behaviors that may interest them. These models make the camera paths generation process more intuitive. The application of composition and match cut rules, in order to produce camera moves that preserves the scientist's intention, becomes simpler. The method was tested on a set of scenes from fluid mechanics and biomedical engineering; the obtained results showed that our approach is a simple and efficient way for producing presentation videos. A set of control parameters are also provided by this method, in order to adapt the generation process to the specific needs that a scientist can have regarding his data

    Aesthetic choices: Defining the range of aesthetic views in interactive digital media including games and 3D virtual environments (3D VEs)

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    Defining aesthetic choices for interactive digital media such as games is a challenging task. Objective and subjective factors such as colour, symmetry, order and complexity, and statistical features among others play an important role for defining the aesthetic properties of interactive digital artifacts. Computational approaches developed in this regard also consider objective factors such as statistical image features for the assessment of aesthetic qualities. However, aesthetics for interactive digital media, such as games, requires more nuanced consideration than simple objective and subjective factors, for choosing a range of aesthetic features. From the study it was found that the there is no one single optimum position or viewpoint with a corresponding relationship to the aesthetic considerations that influence interactive digital media. Instead, the incorporation of aesthetic features demonstrates the need to consider each component within interactive digital media as part of a range of possible features, and therefore within a range of possible camera positions. A framework, named as PCAWF, emphasized that combination of features and factors demonstrated the need to define a range of aesthetic viewpoints. This is important for improved user experience. From the framework it has been found that factors including the storyline, user state, gameplay, and application type are critical to defining the reasons associated with making aesthetic choices. The selection of a range of aesthetic features and characteristics is influenced by four main factors and sub-factors associated with the main factors. This study informs the future of interactive digital media interaction by providing clarity and reasoning behind the aesthetic decision-making inclusions that are integrated into automatically generated vision by providing a framework for choosing a range of aesthetic viewpoints in a 3D virtual environment of a game. The study identifies critical juxtapositions between photographic and cinema-based media aesthetics by incorporating qualitative rationales from experts within the interactive digital media field. This research will change the way Artificial Intelligence (AI) generated interactive digital media in the way that it chooses visual outputs in terms of camera positions, field-view, orientation, contextual considerations, and user experiences. It will impact across all automated systems to ensure that human-values, rich variations, and extensive complexity are integrated in the AI-dominated development and design of future interactive digital media production
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