CAMERA CONTROL FOR SHOT SELECTION IN MACHINIMA GENERATED ANIMATION

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

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Official URL / DOI: http://www.jatit.org

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

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