The expressive use of virtual cameras, mise-en-scene, lighting and editing (montage) within 3D synthetic environment shows great promise to extend the communicative power of film and video into the artificial environments of games and virtual worlds.
Cinematics produced in virtual worlds play a role not just for entertainment, but also for training, education, health-care communication, simulation, visualization and many other contexts. The automatic creation of cinematics in these environments holds the potential to produce video sequences appropriate for the wide range of applications and tailored to specific spatial, temporal, communicative, user and application contexts.
At the same time, recent advances in computer vision-based object, actor and action recognition make it possible to envision novel re-cinematography (re-lighting, re-framing) and automatic editing of live-action video. This third workshop on intelligent cinematography and editing is intended to bridge the gap between the two areas and confront research being performed in both domains. One common area of active research is the representation and understanding of the story to be told and its relation to teaching, training or therapeutic goals.
The workshop is open to researchers and industrial experts working on the many related aspects of digital cinematography and film editing in their respective fields, including 3D graphics, artificial intelligence, computer vision, visualisation, interactive narrative, cognitive and perceptual psychology, computational linguistics, computational aesthetics and visual effects.
These researchers will draw upon cutting edge research and technologies regarding both the production and comprehension of cinematographic artworks in virtual worlds and the real world.
Topics of interest
- Camera path planning
- Visibility computation
- Viewpoint entropy
- Navigation techniques and proximal exploration
- Interactive camera control metaphors
- Approaches to framing and composition of individual shots
- Automatic lighting design
- Intelligent staging and blocking of virtual lights, cameras and actors
- Expressive performance of virtual characters
- Intelligent video editing tools
- Efficient algorithms for camera placement and shot sequence selection
- Natural user interfaces for camera control and video editing
- Parallels between cinematic and linguistic communication
- Cognitive models of the comprehension of virtual cinematics
- Re-cinematography, re-lighting and re-framing of live-action video
- Computer-assisted multi-camera production
- Virtual cinematography as a pre-visualisation tool for real-world filming
- Intelligent tools and novel interfaces for in-game cinematics, replays, and machinima
- Intelligent generation of comic book layouts
- Evaluation methodologies and user experience
- Interactive and generative cinema
- Cinematic serious game and applications
- Collaborative visual storytelling
- Non-linear storytelling
- Transmedia storytelling
- Creativity in cinematic communication
Researchers should submit one of:
• 8 page paper reporting new work or new ideas in a relevant research area.
• 1 page abstract describing emergent work or a vision of the near term future of intelligent cinematography.
Submissions will be reviewed by the program committee; review criteria will intentionally be inclusive rather than competitive, to encourage work in progress and a broader participation in a nascent community of researchers. Reviews will include feedback for authors regardless of decision for acceptance or rejection. All the selected papers (excluding statements of interest) will be published in the workshop’s working notes.
Proceedings of the workshop will be published by EG Publishing provided in the EG Digital Library.
Submission site: https://srmv2.eg.org/COMFy/Conference/WICED_2015