Efficient Storyboarding in 3D Game Engines
dc.contributor.author | Gouvatsos, Alexandros | en_US |
dc.contributor.author | Xiao, Zhidong | en_US |
dc.contributor.author | Pang, Keith | en_US |
dc.contributor.author | Marsden, Neil | en_US |
dc.contributor.author | Ark, Danny Van der | en_US |
dc.contributor.author | Hibbert, Jerry | en_US |
dc.contributor.author | Zhang, Jian J. | en_US |
dc.contributor.editor | Jan Bender | en_US |
dc.date.accessioned | 2016-07-10T12:55:32Z | |
dc.date.available | 2016-07-10T12:55:32Z | |
dc.date.issued | 2016 | |
dc.description.abstract | Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller studios with smaller budgets have limited attempts to get it right. Going back to make corrections is the difference between delivering on time or going over budget. Studios can avoid mistakes and deliver on time by storyboarding directly in 3D, with the help of game engines. Thousands of minutes of animation have been created in this way, for productions such as "Bob the Builder" and "Tree Fu Tom". | en_US |
dc.description.sectionheaders | Posters | |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters | |
dc.identifier.doi | 10.2312/sca.20161241 | |
dc.identifier.isbn | 978-3-03868-020-8 | |
dc.identifier.pages | Alexandros Gouvatsos, Zhidong Xiao, Keith Pang, Neil Marsden, Danny Van der Ark, Jerry Hibbert, and Jian J. Zhang-Categories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities-Paint systems | |
dc.identifier.uri | https://doi.org/10.2312/sca.20161241 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/sca20161241 | |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.4 [Computer Graphics] | |
dc.subject | Graphics Utilities | |
dc.subject | Paint systems | |
dc.title | Efficient Storyboarding in 3D Game Engines | en_US |
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