Narrative-driven camera control for cinematic replay of computer games

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引用次数: 23

Abstract

This paper presents a system that generates cinematic replays for dialogue-based 3D video games. The system exploits the narrative and geometric information present in these games and automatically computes camera framings and edits to build a coherent cinematic replay of the gaming session. We propose a novel importance-driven approach to cinematic replay. Rather than relying on actions performed by characters to drive the cinematography (as in idiom-based approaches), we rely on the importance of characters in the narrative. We first devise a mechanism to compute the varying importance of the characters. We then map importances of characters with different camera specifications, and propose a novel technique that (i) automatically computes camera positions satisfying given specifications, and (ii) provides smooth camera motions when transitioning between different specifications. We demonstrate the features of our system by implementing three camera behaviors (one for master shots, one for shots on the player character, and one for reverse shots). We present results obtained by interfacing our system with a full-fledged serious game (Nothing for Dinner) containing several hours of 3D animated content.
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叙述驱动的摄像机控制,用于电脑游戏的电影重播
本文提出了一种基于对话的3D视频游戏动画回放系统。该系统利用这些游戏中的叙事和几何信息,并自动计算相机帧和编辑,以构建连贯的游戏过程的电影重播。我们提出了一种新颖的重要性驱动的电影重播方法。比起依靠角色的行动去推动电影摄影(就像基于习语的方法),我们更依赖角色在叙述中的重要性。我们首先设计一种机制来计算字符的不同重要性。然后,我们用不同的相机规格映射字符的重要性,并提出一种新的技术,(i)自动计算相机位置满足给定的规格,(ii)提供平滑的相机运动时,不同规格之间的过渡。我们通过执行三种相机行为(一个用于主镜头,一个用于玩家角色的镜头,一个用于反向镜头)来演示我们系统的功能。我们通过将我们的系统与包含数小时3D动画内容的成熟严肃游戏(游戏邦注:如《Nothing for Dinner》)相结合而呈现结果。
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