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Conference Papers Year : 2015

Camera-on-rails: Automated Computation of Constrained Camera Paths


When creating real or computer graphics movies, the questions of how to layout elements on the screen, together with how to move the cameras in the scene are crucial to properly conveying the events composing a narrative. Though there is a range of techniques to automatically compute camera paths in virtual environments, none have seriously considered the problem of generating realistic camera motions even for simple scenes. Among possible cinematographic devices, real cinematographers often rely on camera rails to create smooth camera motions which viewers are familiar with. Following this practice, in this paper we propose a method for generating virtual camera rails and computing smooth camera motions on these rails. Our technique analyzes characters motion and user-defined framing properties to compute rough camera motions which are further refined using constrained-optimization techniques. Comparisons with recent techniques demonstrate the benefits of our approach and opens interesting perspectives in terms of creative support tools for animators and cinematographers.
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Dates and versions

hal-01220119 , version 1 (08-12-2015)



Quentin Galvane, Marc Christie, Christophe Lino, Rémi Ronfard. Camera-on-rails: Automated Computation of Constrained Camera Paths. ACM SIGGRAPH Conference on Motion in Games, Nov 2015, Paris, France. pp.151-157, ⟨10.1145/2822013.2822025⟩. ⟨hal-01220119⟩
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