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題名 互動敘事中客製化之虛擬拍攝實驗平台
An Experimental Platform for Customized Virtual Cinematography in Interactive Storytelling
作者 賴珮君
Lai, Pei Chun
貢獻者 李蔡彥
Li, Tsai Yen
賴珮君
Lai, Pei Chun
關鍵詞 虛擬攝影機
即時攝影機規劃
互動敘事
電腦動畫
context-aware camera control
interactive storytelling
vir- tual cinematography
computer animation
日期 2013
上傳時間 1-Dec-2014 14:19:23 (UTC+8)
摘要 近年來由於電腦軟硬體及人機介面介面技術的發展,互動數位敘事(Interactive Digital Storytelling, IDS)的應用也逐漸被重視,特別是在新型態電腦遊戲的設計,而這個趨勢也為即時虛擬攝影機的規劃帶來新的機會與挑戰。本研究旨在透過互動數位敘事腳本內容的分析,建置客製化攝影機運鏡實驗平台,即時自動產生符合情境情節、人物情緒的拍攝方式,並參考電影拍攝手法,結合攝影學的專業知識加入不同拍攝風格,讓同一段影片可以有不同的風格效果。我們希望能夠讓現有的互動敘事系統The Theater [1]中的運鏡技術有跡可循,不再只是以人工的方式憑藉直覺來設定攝影機的位置,而能使得虛擬攝影機的操控變得簡易,修正拍攝效果時將更加簡便,成功快速掌握運鏡的每一個細節。我們在The Theater的實驗平台之上,讓敘事者可以根據故事情境客製化虛擬攝影機的拍攝手法,並由電腦自動產生合宜的攝影機拍攝位置,快速完成攝影機規劃。我們以實例透過實驗的方式驗證此系統的有效性。
The recent advances in computing technologies and human-computer interactions have attracted much attention in the development of interactive digital storytelling (IDS), especially in the application of novel computer game design. This trend does not only bring new opportunities but also new technological challenges to virtual camera planning. Our research in this work aims at building an experimental platform for customized virtual camera planning through the analysis of screen play in an in-teractive story. By adopting the domain knowledge of camera controls in existing films, we hope to design a computer-assisted system that allows an author to easily experiment with different styles of virtual cameras in a same story. We proposed to design an experimental platform based on “The Theater” IDS, which currently uses a pre-authored way to specify the camera position. In the proposed system, we allow an author to quickly customize virtual camera taking according to the context of a story fragment and let the computer generate appropriate camera configurations automati-cally. We use an example story to verify the effectiveness of the system through ex-periments.
參考文獻 [1] 吳蕙盈, "打破第四道牆: 以敘事理論為基礎之個人化3D互動敘事創作系統," 碩士, 數位內容碩士學位學程, 國立政治大學, 台北市.
[2] N. Halper, R. Helbing, and T. Strothotte, "A Camera Engine for Computer Games: Managing the Trade‐Off Between Constraint Satis-faction and Frame Coherence," in Computer Graphics Forum, 2001, pp. 174-183.
[3] M. Cavazza, F. Charles, and S. J. Mead, "Character-based interactive storytelling," Intelligent Systems, IEEE, vol. 17, pp. 17-24, 2002.
[4] N. Courty, F. Lamarche, S. Donikian, and É. Marchand, "A cinema-tography system for virtual storytelling," in Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling, ed: Springer, 2003, pp. 30-34.
[5] L.-w. He, M. F. Cohen, and D. H. Salesin, "The virtual cinematographer: a paradigm for automatic real-time camera control and directing," presented at the Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, 1996.
[6] W. H. Bares, J. P. Grégoire, and J. C. Lester, "Realtime con-straint-based cinematography for complex interactive 3D worlds," in AAAI/IAAI, 1998, pp. 1101-1106.
[7] D. Amerson, S. Kime, and R. M. Young, "Real-time cinematic camera control for interactive narratives," in Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer enter-tainment technology, 2005, pp. 369-369.
[8] V. Propp, Morphology of the Folktale vol. 9: University of Texas Press, 1973.
[9] C. Kenworthy, MASTER SHOTS VOL 2:100 WAYS TO SHOOT GREAT DIALOGUE SCENES: Michael Wiese Productions; 2 edition, 2011.
[10] J. Lothe, "Narrative in fiction and film: An introduction," 2000.
[11] J. Bateman and K.-H. Schmidt, Multimodal film analysis: How films mean vol. 5: Routledge, 2013.
[12] H. McCabe and J. Kneafsey, "A virtual cinematography system for first person shooter games," in Proceedings of International Digital Games Conference, 2006, pp. 25-35.
[13] S. M. Drucker and D. Zeltzer, "Intelligent camera control in a virtual environment," in Graphics Interface, 1994, pp. 190-190.
[14] W. H. Bares, S. Thainimit, S. McDermott, and C. Boudreaux, "A model for constraint-based camera planning," in Smart Graphics. Papers from the 2000 AAAI Spring Symposium, 2000, pp. 84-91.
[15] T. Vieira, A. Bordignon, A. Peixoto, G. Tavares, H. Lopes, L. Velho, et al., "Learning good views through intelligent galleries," in Computer Graphics Forum, 2009, pp. 717-726.
[16] C. Turkay, E. Koc, and S. Balcisoy, "An information theoretic approach to camera control for crowded scenes," The Visual Computer, vol. 25, pp. 451-459, 2009.
[17] E. E. de Lima, C. T. Pozzer, M. C. d`Ornellas, A. E. Ciarlini, B. Feijó, and A. L. Furtado, "Virtual cinematography director for interactive storytelling," in Proceedings of the International Conference on Advances in Computer Enterntainment Technology, 2009, pp. 263-270.
[18] C.-H. Chen and T.-Y. Li, "Context-aware Camera Planning for Interactive Storytelling," in Computer Graphics, Imaging and Visualization (CGIV), 2012 Ninth International Conference on, 2012, pp. 43-48.
[19] I.-C. Yeh, W.-C. Lin, T.-Y. Lee, H.-J. Han, J. Lee, and M. Kim, "Social-Event-Driven Camera Control for Multicharacter Animations," Visualization and Computer Graphics, IEEE Transactions on, vol. 18, pp. 1496-1510, 2012.
[20] J. Blinn, "Where am I? What am I looking at? (cinematography)," 1988.
[21] C. Lino and M. Christie, "Efficient composition for virtual camera control," in Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2012, pp. 65-70.
描述 碩士
國立政治大學
資訊科學學系
100753017
102
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0100753017
資料類型 thesis
dc.contributor.advisor 李蔡彥zh_TW
dc.contributor.advisor Li, Tsai Yenen_US
dc.contributor.author (Authors) 賴珮君zh_TW
dc.contributor.author (Authors) Lai, Pei Chunen_US
dc.creator (作者) 賴珮君zh_TW
dc.creator (作者) Lai, Pei Chunen_US
dc.date (日期) 2013en_US
dc.date.accessioned 1-Dec-2014 14:19:23 (UTC+8)-
dc.date.available 1-Dec-2014 14:19:23 (UTC+8)-
dc.date.issued (上傳時間) 1-Dec-2014 14:19:23 (UTC+8)-
dc.identifier (Other Identifiers) G0100753017en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/71719-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 100753017zh_TW
dc.description (描述) 102zh_TW
dc.description.abstract (摘要) 近年來由於電腦軟硬體及人機介面介面技術的發展,互動數位敘事(Interactive Digital Storytelling, IDS)的應用也逐漸被重視,特別是在新型態電腦遊戲的設計,而這個趨勢也為即時虛擬攝影機的規劃帶來新的機會與挑戰。本研究旨在透過互動數位敘事腳本內容的分析,建置客製化攝影機運鏡實驗平台,即時自動產生符合情境情節、人物情緒的拍攝方式,並參考電影拍攝手法,結合攝影學的專業知識加入不同拍攝風格,讓同一段影片可以有不同的風格效果。我們希望能夠讓現有的互動敘事系統The Theater [1]中的運鏡技術有跡可循,不再只是以人工的方式憑藉直覺來設定攝影機的位置,而能使得虛擬攝影機的操控變得簡易,修正拍攝效果時將更加簡便,成功快速掌握運鏡的每一個細節。我們在The Theater的實驗平台之上,讓敘事者可以根據故事情境客製化虛擬攝影機的拍攝手法,並由電腦自動產生合宜的攝影機拍攝位置,快速完成攝影機規劃。我們以實例透過實驗的方式驗證此系統的有效性。zh_TW
dc.description.abstract (摘要) The recent advances in computing technologies and human-computer interactions have attracted much attention in the development of interactive digital storytelling (IDS), especially in the application of novel computer game design. This trend does not only bring new opportunities but also new technological challenges to virtual camera planning. Our research in this work aims at building an experimental platform for customized virtual camera planning through the analysis of screen play in an in-teractive story. By adopting the domain knowledge of camera controls in existing films, we hope to design a computer-assisted system that allows an author to easily experiment with different styles of virtual cameras in a same story. We proposed to design an experimental platform based on “The Theater” IDS, which currently uses a pre-authored way to specify the camera position. In the proposed system, we allow an author to quickly customize virtual camera taking according to the context of a story fragment and let the computer generate appropriate camera configurations automati-cally. We use an example story to verify the effectiveness of the system through ex-periments.en_US
dc.description.tableofcontents 摘要 i
第1章 導論 1
1.1. 研究動機 1
1.2. 研究目標 2
1.3. 章節架構 5
第2章 相關研究 6
2.1. 電影理論 6
2.2. 攝影機規劃 8
第3章 客製化攝影機運鏡系統設計 10
3.1. 系統架構 10
3.2. 對話情緒傳達目標與情境參數的設計 13
3.3. 建立鏡頭資料庫(Shot Database) 14
第4章 以對話情境為基礎之攝影機控制 18
4.1. 攝影機模組設計 18
4.2. 即時攝影機位置計算 19
第5章 實驗結果與討論 28
5.1. 系統實作 28
5.2. 實驗場景 30
5.3. 實驗一 : 攝影機即時規劃能力 32
5.3.1. 實驗設計 32
5.3.2. 實驗結果與討論 33
5.4. 實驗二 : 使用者(導演)選擇攝影機模組及微調鏡頭 39
5.4.1. 實驗設計 39
5.4.2. 實驗結果與討論 43
第6章 結論與未來研究 46
參考文獻 47
附錄 1 50
附錄 2 53
附錄3 54

圖片目錄
圖 1 Crossing lines運鏡手法範例,擷取自電影《The Shining》 7
圖 2 Frame share運鏡手法範例,擷取自電影《The Majestic》 7
圖 3 Intensify運鏡手法範例,擷取自電影《The white ribbon》 8
圖 4系統架構圖 10
圖 5影像標記工具介面 15
圖 6 Shot Type 17
圖 7從真實電影場景擷取的鏡頭資料庫 17
圖 8攝影機模組架構圖 18
圖 9兩物體的3D解集合[21] 21
圖 10解集合的範圍如紅色弧線所示[21] 22
圖 11鏡頭遮蔽偵測 27
圖 12攝影機模組選擇介面 29
圖 13系統介面 29
圖 14選擇故事走向的互動選項 30
圖 15故事節點關係圖 31
圖 16場景名稱與運鏡手法對應 34
圖 17crossline、intensify拍攝結果示意圖 40
圖 18垂直視角(φ)、水平視角(θ)、距離(Focal Length) 41
圖 19鏡頭編輯微調示意圖 42



表格目錄
表 1新的功能項套用到現有的故事腳本 32
表 2計算攝影機位置所花時間列表(單位 : 秒) 34
表 3不同故事線選用相同運鏡手法的景框構圖比較 35
zh_TW
dc.format.extent 3166029 bytes-
dc.format.mimetype application/pdf-
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0100753017en_US
dc.subject (關鍵詞) 虛擬攝影機zh_TW
dc.subject (關鍵詞) 即時攝影機規劃zh_TW
dc.subject (關鍵詞) 互動敘事zh_TW
dc.subject (關鍵詞) 電腦動畫zh_TW
dc.subject (關鍵詞) context-aware camera controlen_US
dc.subject (關鍵詞) interactive storytellingen_US
dc.subject (關鍵詞) vir- tual cinematographyen_US
dc.subject (關鍵詞) computer animationen_US
dc.title (題名) 互動敘事中客製化之虛擬拍攝實驗平台zh_TW
dc.title (題名) An Experimental Platform for Customized Virtual Cinematography in Interactive Storytellingen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) [1] 吳蕙盈, "打破第四道牆: 以敘事理論為基礎之個人化3D互動敘事創作系統," 碩士, 數位內容碩士學位學程, 國立政治大學, 台北市.
[2] N. Halper, R. Helbing, and T. Strothotte, "A Camera Engine for Computer Games: Managing the Trade‐Off Between Constraint Satis-faction and Frame Coherence," in Computer Graphics Forum, 2001, pp. 174-183.
[3] M. Cavazza, F. Charles, and S. J. Mead, "Character-based interactive storytelling," Intelligent Systems, IEEE, vol. 17, pp. 17-24, 2002.
[4] N. Courty, F. Lamarche, S. Donikian, and É. Marchand, "A cinema-tography system for virtual storytelling," in Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling, ed: Springer, 2003, pp. 30-34.
[5] L.-w. He, M. F. Cohen, and D. H. Salesin, "The virtual cinematographer: a paradigm for automatic real-time camera control and directing," presented at the Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, 1996.
[6] W. H. Bares, J. P. Grégoire, and J. C. Lester, "Realtime con-straint-based cinematography for complex interactive 3D worlds," in AAAI/IAAI, 1998, pp. 1101-1106.
[7] D. Amerson, S. Kime, and R. M. Young, "Real-time cinematic camera control for interactive narratives," in Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer enter-tainment technology, 2005, pp. 369-369.
[8] V. Propp, Morphology of the Folktale vol. 9: University of Texas Press, 1973.
[9] C. Kenworthy, MASTER SHOTS VOL 2:100 WAYS TO SHOOT GREAT DIALOGUE SCENES: Michael Wiese Productions; 2 edition, 2011.
[10] J. Lothe, "Narrative in fiction and film: An introduction," 2000.
[11] J. Bateman and K.-H. Schmidt, Multimodal film analysis: How films mean vol. 5: Routledge, 2013.
[12] H. McCabe and J. Kneafsey, "A virtual cinematography system for first person shooter games," in Proceedings of International Digital Games Conference, 2006, pp. 25-35.
[13] S. M. Drucker and D. Zeltzer, "Intelligent camera control in a virtual environment," in Graphics Interface, 1994, pp. 190-190.
[14] W. H. Bares, S. Thainimit, S. McDermott, and C. Boudreaux, "A model for constraint-based camera planning," in Smart Graphics. Papers from the 2000 AAAI Spring Symposium, 2000, pp. 84-91.
[15] T. Vieira, A. Bordignon, A. Peixoto, G. Tavares, H. Lopes, L. Velho, et al., "Learning good views through intelligent galleries," in Computer Graphics Forum, 2009, pp. 717-726.
[16] C. Turkay, E. Koc, and S. Balcisoy, "An information theoretic approach to camera control for crowded scenes," The Visual Computer, vol. 25, pp. 451-459, 2009.
[17] E. E. de Lima, C. T. Pozzer, M. C. d`Ornellas, A. E. Ciarlini, B. Feijó, and A. L. Furtado, "Virtual cinematography director for interactive storytelling," in Proceedings of the International Conference on Advances in Computer Enterntainment Technology, 2009, pp. 263-270.
[18] C.-H. Chen and T.-Y. Li, "Context-aware Camera Planning for Interactive Storytelling," in Computer Graphics, Imaging and Visualization (CGIV), 2012 Ninth International Conference on, 2012, pp. 43-48.
[19] I.-C. Yeh, W.-C. Lin, T.-Y. Lee, H.-J. Han, J. Lee, and M. Kim, "Social-Event-Driven Camera Control for Multicharacter Animations," Visualization and Computer Graphics, IEEE Transactions on, vol. 18, pp. 1496-1510, 2012.
[20] J. Blinn, "Where am I? What am I looking at? (cinematography)," 1988.
[21] C. Lino and M. Christie, "Efficient composition for virtual camera control," in Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2012, pp. 65-70.
zh_TW