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Automatic Camera Control for Capturing Collaborative MeetingsRanjan, Abhishek 25 September 2009 (has links)
The growing size of organizations is making it increasingly expensive to attend
meetings and difficult to retain what happened in those meetings. Meeting video
capture systems exist to support video conferencing for remote participation or
archiving for later review, but they have been regarded ineffective. The reason
is twofold. Firstly, the conventional way of capturing video using a single static
camera fails to capture focus and context. Secondly, a single static view is often
monotonous, making the video onerous to review. To address these issues, often
human camera operators are employed to capture effective videos with changing
views, but this approach is expensive.
In this thesis, we argue that camera views can be changed automatically to
produce meeting videos effectively and inexpensively. We automate the camera view control by automatically determining the visual focus of attention as a function
of time and moving the camera to capture it. In order to determine visual
focus of attention for different meetings, we conducted experiments and interviewed
television production professionals who capture meeting videos. Furthermore,
television production principles were used to appropriately frame shots
and switch between shots.
The result of the evaluation of the automatic camera control system indicated
its significant benefits over conventional static camera view. By applying television
production principles various issues related to shot stability and screen
motion were resolved. The performance of the automatic camera control based
on television production principles also approached the performance of trained
human camera crew. To further reduce the cost of the automation, we also explored
the application of computer vision and audio tracking.
Results of our explorations provide empirical evidence in support of the utility
of camera control encouraging future research in this area. Successful application
of television production principles to automatically control cameras suggest
various ways to handle issues involved in the automation process.
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[en] AUTOMATIC CAMERA CONTROL IN VIRTUAL DYNAMIC ENVIRONMENTS / [pt] CONTROLE AUTOMÁTICO DE CÂMERA EM AMBIENTES VIRTUAIS DINÂMICOSRODRIGO DE PROENCA GOMES HERMANN 03 January 2006 (has links)
[pt] Com o avanço do poder de processamento gráfico e a
popularização dos
jogos eletrônicos, começam a surgir novas formas de
entretenimento, entre
elas a de espectadores de jogos. Os requisitos para o
posicionamento de
câmera para os espectadores visualizarem os jogos são
diferentes dos aplicados
aos jogadores. Enquanto a câmera para os jogadores deve
atender
a requisitos de jogabilidade, a câmera para os
espectadores deve explorar
diferentes ângulos de visualização a fim de aumentar a
imersão no ambiente
dos jogos e explorar a emoção das cenas. O cinema já
evoluiu toda uma
linguagem cinematográfica que potencializa a interpretação
de cenas. Pesquisas
recentes procuram usar a cinematografia na visualização de
jogos.
O principal desafio na adaptação da cinematografia para os
jogos reside na
existência de um ambiente dinâmico, onde não se pode
prever o andamento
da história. Podemos identificar três módulos para a
adaptação da cinematografia
em jogos: roteirista, responsável por identificar o que
está ocorrendo
na cena; diretor/editor, responsável por definir as
melhores tomadas para
capturar a cena; cinegrafista, responsável por posicionar
a câmera no ambiente
dinâmico para melhor atender às demandas do módulo
diretor/editor.
Este trabalho propõe a implementação de um módulo
cinegrafista. A partir
de requisitos para o posicionamento da câmera oriundos de
um módulo externo,
propõe-se um modelo de câmera que faz o posicionamento
automático
da câmera. Os requisitos de posicionamento são expressos
em um conjunto
de restrições que devem ser atendidas pelo modelo de
câmera. A câmera
usa um modelo físico baseado em um sistema de partículas
regido pelo
método de Verlet, empregando o método de relaxação para a
convergência
do sistema a fim de atender às restrições impostas.
Experimentos computacionais
demonstram a capacidade do módulo proposto de atender a
sofisticadas
regras de posicionamento de câmera, baseando-se em
composições
de restrições simples. Princípios da cinematografia, como
enquadramento,
posicionamento e movimento de câmeras, e respeito à linha
de ação, são
facilmente respeitados pelo módulo proposto. / [en] With the evolution in graphics processing power and the popularizationof electronic games, new forms of entertainment, such as being a gamespectator. The requirements for positioning the camera for the spectatorsto view the games are different from those applied to players. The camerafor the players must fulfill playability requirements, while the camera forthe spectators must explore different viewing angles in order to increasethe immersion in the game environment and to explore the thrill of thescenes. The cinema has evolved a whole cinematographic language thatoptimizes the scene interpretation. Recent research has been seeking toapply cinematography to game visualization. The main challenge in theadaptation of the cinematographic language for games lies in the existence ofa dynamic environment in which the storys progress cannot be anticipated.Three modules can be identified to adopt the cinematographic language ingames: screenwriter, responsible for identifying what is happening in thescene; director/editor, responsible for defining the best takes to capture thescene; and cinematographer, responsible for positioning the camera in thedynamic environment to better comply with the director editors demands.The present work proposes the implementation of a cinematographer module.Based on camera position requirements obtained from an external module,we propose a camera model that automatically positions the camera.The positioning requirements are expressed by a set of constraints that mustbe respected by the camera model. The camera uses a physical model basedon a particle system oriented by Verlets method, and employs the relaxationmethod to obtain the systems convergence in order to comply with imposedconstraints. Computational experiments have demonstrated the capacity ofthe proposed module to comply with sophisticated camera positioning rulesbased on compositions of simple constraints. Cinematography principlessuch as framing, camera position and movement, and respecting the line ofaction are easily accomplished by the proposed module.
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