Film Directing for Computer Games and Animation
dc.contributor.author | Ronfard, Rémi | en_US |
dc.contributor.editor | Bühler, Katja and Rushmeier, Holly | en_US |
dc.date.accessioned | 2021-04-09T08:41:58Z | |
dc.date.available | 2021-04-09T08:41:58Z | |
dc.date.issued | 2021 | |
dc.description.abstract | Over the last forty years, researchers in computer graphics have proposed a large variety of theoretical models and computer implementations of a virtual film director, capable of creating movies from minimal input such as a screenplay or storyboard. The underlying film directing techniques are also in high demand to assist and automate the generation of movies in computer games and animation. The goal of this survey is to characterize the spectrum of applications that require film directing, to present a historical and up-to-date summary of research in algorithmic film directing, and to identify promising avenues and hot topics for future research. | en_US |
dc.description.documenttype | star | |
dc.description.number | 2 | |
dc.description.sectionheaders | State of the Art Reports | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 40 | |
dc.identifier.doi | 10.1111/cgf.142663 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 713-730 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.142663 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf142663 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | Computing methodologies | |
dc.subject | Animation | |
dc.subject | Scene understanding | |
dc.subject | Applied computing | |
dc.subject | Performing arts | |
dc.title | Film Directing for Computer Games and Animation | en_US |
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