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Real-time camera control for interactive 3D applications
| Content Provider | Semantic Scholar |
|---|---|
| Author | Oskam, Thomas |
| Copyright Year | 2012 |
| Abstract | Real-time 3D applications have evolved to the point where they become increasingly realistic. Several aspects have been subject to extensive research in order to deliver the maximum amount of realism possible within a limited computation budged. Examples are rendering or physics. One aspect, however, has not gotten the attention needed despite its omnipresence in any application, namely camera control and parametrization. In most interactive applications such as games, the camera placement and parametrization is either user controlled or pre-scripted by an artist. Only few attempts have been made to automate and simulate realistic camera behavior, as it is generally a difficult task. In this dissertation, we attempt to attack these shortcomings on different levels. In the first part of this thesis we present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a path is chosen along which the focus target will be in view. In the second part, this thesis deals with camera parametrization for controlled stereoscopic rendering. We present an automatic controller for camera convergence and interaxial separation that specifically addresses challenges in interactive 3D applications like games. In such applications, unpredictable viewer or object motion often compromises stereopsis due to excessive binocular disparities. We derive constraints on the camera separation and convergence that enable our controller to automatically adapt to any given viewing situation and 3D scene, providing an exact mapping of the virtual content into a comfortable depth range around the display. Finally, the third part of the thesis approaches advanced camera parametrization and the reproduction of realistic color balancing effects. The input to our algorithm is a sparse set of desired color correspondences between a source and a target image. The global color space transformation problem is then solved by computing a smooth vector field in CIE La∗b∗ color space that maps the gamut of the source to that of the target. Furthermore, we show how the basic per-image matching can be robustly extended to the temporal domain. This extension renders our method extremely useful for automatic, consistent embedding of synthetic graphics in video, as required by applications such as augmented reality. |
| File Format | PDF HTM / HTML |
| DOI | 10.3929/ethz-a-007554944 |
| Alternate Webpage(s) | https://www.research-collection.ethz.ch/bitstream/handle/20.500.11850/72812/eth-6018-01.pdf?isAllowed=y&sequence=1 |
| Alternate Webpage(s) | https://graphics.ethz.ch/Downloads/Publications/Dissertations/Osk12.pdf |
| Alternate Webpage(s) | https://doi.org/10.3929/ethz-a-007554944 |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |