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Narrative-Driven Camera Control for Cinematic Replay of Computer Games Quentin Galvane Rémi Ronfard Marc Christie Nicolas Szilas

Narrative-Driven Camera Control for Cinematic …...Narrative-Driven Camera Control for Cinematic Replay of Computer Games Quentin Galvane Rémi Ronfard Marc Christie Nicolas Szilas

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Page 1: Narrative-Driven Camera Control for Cinematic …...Narrative-Driven Camera Control for Cinematic Replay of Computer Games Quentin Galvane Rémi Ronfard Marc Christie Nicolas Szilas

Narrative-Driven Camera Control for Cinematic Replay of Computer Games

Quentin Galvane

Rémi Ronfard

Marc Christie

Nicolas Szilas

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Motivation 2

How to produce a fully automatic cinematic replay ?

Use of cinematic in video games is more and more popular

Necessity for Cinematic Replay of game sessions

A lot is made manually

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Control multiple dynamic cameras

Create complementary, informative and well composed shots

3

Edit them to produce a cinematic replay

Motivation

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Virtual cinematographer

4

[He et al. 1996] [Christianson et al. 1996]

Related work

[Jhala 2006]

Behavior Trees

[Markowitz et al. 2011]

DCCL

[Christianson et al. 1996]

Darshak

Idiom-based solutions

Require the definition of idioms Setting the cameras

Selecting the appropriate moments

Do not handle all the situations No solution if the idiom doesn’t exist

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5

Real-time Cinematography

[Lino et al. 2010]

Afterthought

[Dominguez et al. 2011]

Related work

Action-based solutions

Film editing

[Lino et al. 2011]

Steering cameras

[Galvane et al. 2013]

Character-based solutions

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6

Hitchcock principle:

Measure characters’ importance

Use characters’ importance to

Control the cameras with steering behaviors

Perform the editing

Key Idea

The size of a character on the screen should be proportional to its narrative importance in the story.

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7 Overview

Cinematic replay Edit the camera rushes

Camera shots Animate the cameras

Camera specifications Retrieve the spec from the behaviors

Camera Behaviors

Target configuration Extract targets

Narrative importance Compute characters’ narrative importance

Game Record the Scenario and Animations

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8

Cinematic replay Edit the camera rushes

Camera shots Animate the cameras

Camera specifications Retrieve the spec from the behaviors

Camera Behaviors

Target configuration Extract targets

Narrative importance Compute characters’ narrative importance

Game Record the Scenario and Animations

Narrative importance

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How to compute characters’ importance?

9 Narrative importance

Classical two-level narrative structure: Beats that describe a narrative unit

[Mateas and Stern 2002] Atomic actions that compose a beat

Actions

Beats

Scenario Game

Dialog

A speaks to B

B speaks to A

Fight

A moves to B

A kicks B B punches A

… …

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10 Narrative importance

B: Action Importance

A: Action importance

B: Beat Importance

A: Beat importance

Actions

Beats

Scenario Game

Dialog

A speaks to B

B speaks to A

Fight

A moves to B

A kicks B B punches A

… …

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11 Narrative importance

Computing Characters’ importance:

Significance of a character in an action Sc

Relevance of an action R

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12

Cinematic replay Edit the camera rushes

Camera shots Animate the cameras

Camera specifications Retrieve the spec from the behaviors

Camera Behaviors

Target configuration Extract targets

Narrative importance Compute characters’ narrative importance

Game Record the Scenario and Animations

Target configuration

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13 Target configuration

3 Types of targets

PC: Player Character

Pi: Primary non-player characters

Si: Secondary non-player characters

Defined using threshold on importance

At each frame

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14 Camera Behaviors

Cinematic replay Edit the camera rushes

Camera shots Animate the cameras

Camera specifications Retrieve the spec from the behaviors

Camera Behaviors

Target configuration Extract targets

Narrative importance Compute characters’ narrative importance

Game Record the Scenario and Animations

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15 Camera Behaviors

Definition of camera behaviors:

Example of camera behavior: First person camera

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16

CU on Frank 3/4backright screen left in foreground and Lili

screen center

MS on Frank screen center and Lily 3/4backleft screen

right in foreground

POV Frank MCU on Lili screencenter

POV Lili CU on Frank screencenter

Camera Behaviors

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17 Camera shots

Cinematic replay Edit the camera rushes

Camera shots Animate the cameras

Camera specifications Retrieve the spec from the behaviors

Camera Behaviors

Target configuration Extract targets

Narrative importance Compute characters’ narrative importance

Game Record the Scenario and Animations

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From PSL specification to camera placement Pruning Process :

18

For the <size> constraint

For the <profile> constraint

For the <angle> constraint

For the <back|fore> ground constraint

Camera shots - Placement

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From PSL specification to camera placement Pruning Process :

19 Camera shots - Placement

<angle> constraint <size> constraint <profile> constraint

MS on P1 screen left and P2 ¾ left screen right

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Use of steering cameras to:

Maintain shot specifications

Perform smooth transitions between them

Two main forces implemented:

Containing force

Positioning force

20 Camera shots - Motion

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Positioning force Ensure the framing and screen composition

Composed of two distinct forces F1 and F2

o F1: Projection on the manifold surface

o F2: Steering towards the desired position

21 Camera shots - Motion

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22 Camera shots - Demonstration

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23 Cinematic replay

Cinematic replay Edit the camera rushes

Camera shots Animate the cameras

Camera specifications Retrieve the spec from the behaviors

Camera Behaviors

Target configuration Extract targets

Narrative importance Compute characters’ narrative importance

Game Record the Scenario and Animations

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Editing based on [Lino et al. 2011]

Implementation of cost functions to evaluate:

Shots

Cuts

Pacing

24

Path finding in an editing graph

Cinematic replay

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Results 25

Nothing For Dinner

3 cameras behaviors: First Person Camera Second Person Camera Master Shot

2 different styles: Style #1: Point Of View Shots Style #2: Over The Shoulder Shots

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Camera 1 Camera 2 Camera 3

26

Set of rules #1

Set of rules #2

Results

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27 Results

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28 Results

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Limitations & Future work 29

Limitations

Requires narrative information from the game

No temporal ellipse or flashback

Future work

More camera styles

Validation and user studies

Real-time in-game cinematography

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Conclusion 30

Our narratively-driven system:

Automatically generates cinematic replays of game sessions

Works with large action vocabularies

Smoothly animates cameras that cut well together

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Thank you for your attention!

31 Questions