PRIMA, DELTA ARDY and USAGAWA, TSUYOSHI and PURNAMA, I KETUT EDDY and HARIADI, MOCHAMAD (2016) CAMERA CONTROL FOR SHOT SELECTION IN MACHINIMA GENERATED ANIMATION. Journal of Theoretical and Applied Information Technology , 93 (1). pp. 106-115. ISSN 1992-8645
Preview |
PDF
Camera Control for Shot_Abstract_2016.pdf Download (398kB) | Preview |
![]() |
PDF
JATIT 12Vol93No1.pdf - Published Version Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial No Derivatives. Download (909kB) | Request a copy |
Preview |
PDF
CAMERA_CONTROL_FOR_SHOT_SELECTION_IN_MACHINIMA_GENERATED_ANIMATION1.pdf Download (1MB) | Preview |
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.
Item Type: | Article |
---|---|
Uncontrolled Keywords: | Machinima, Cinematography, Behavior tree, Virtual camera, Game, Virtual world |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Divisions: | Faculty of Engineering > Department of Informatic |
Depositing User: | DELTA ARDY PRIMA |
Date Deposited: | 20 Dec 2016 07:20 |
Last Modified: | 24 Mar 2021 15:29 |
URI: | http://repository.ubaya.ac.id/id/eprint/28708 |
Actions (login required)
![]() |
View Item |