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Scientific advisors:
Marc Christie, Bunraku, IRISA Rennes
Rémi Ronfard, LEAR, INRIA Grenoble
Topic:
Developers of interactive 3D applications, such as computer games, are expending increasing levels of effort on the challenge of creating more and more realistic experiences in virtual environments. In recent years, there has been a clear move in games towards a more cinematographic experience, by recreating and reusing the narrative devices of conventional movies (importance of cut-scenes, continuity editing in the shots).
As a result, there is a pressing requirement to automate cinematography, and develop camera control techniques that can be utilized within the context of complex, dynamic and interactive environments. Such camera control algorithms should be capable of computing optimal viewpoints and performing appropriate editing (or montage) when switching between viewpoints. While an important amount of work is devoted to optimal camera placement, there has been little effort, in the research community, on providing expressive computational models for automated editing.
During this internship, we propose to learn from real examples of carefully chosen movie scenes, to drive the automated editing in virtual worlds. Such real examples augmented with an annotation scheme consisting of (1) the identification of classical shots such as close-up, long shot, apex, parallel (2) a detailed description of screen composition (positions and orientations of all actors and objects) and (3) a narrative summary of the action taking place in the scene, will teach to statistical models. Such models should predict how well a given sequence of shots will convey an action and how well the editing will perform.
The main difficulties consist in:
(i) identifying and extracting a set of meaningful parameters from real movies
(ii) building an expressive editing model that learns from this set of parameters
(iii) evaluating the quality of the model in its application to interactive virtual environments
The work will take place within the Bunraku research team (INRIA Rennes) in close collaboration with INRIA Grenoble.
This research is expected to shed light on the theory of film editing, and to be directly applicable to automatic cinematic replay in video games, machinima and automated video editing of home movies.
Bibliography:
R. Ronfard and G. Taubin. Image and Geometry Processing for 3D cineamtography.
C. Lino, M. Christie, F. Lamarche, G. Schofield, P. Olivier. A Real-time Cinematography System for Virtual 3D Environments , In Proceedings of the 2010 ACM SIGGRAPH / Eurographics Symposium on Computer Animation, Madrid, Spain 2010.
M. Christie, P. Olivier, J.-M. Normand. Camera control in computer graphics. Computer Graphics Forum 27, 8
2008.
N. Chambers and D. Jurafsky. Unsupervised Learning of Narrative Event Chains . In Proceedings of ACL/HLT 2008.
D. Elson, M. Riedl. 2007. A Lightweight Intelligent Virtual Cinematography System for Machinima Generation . In Proceedings of the 3rd Annual Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE '07), Palo Alto, California, 2007.
Scientific advisors:
Marc Christie, Bunraku, IRISA Rennes
Frédéric Vernier, Orsay University, CNRS LIMSI
Topic:
With the recent advent of tools to support higher-levels of control in the editing of synthetic movies, there is a need to propose new interaction metaphores to support the interactive and simultaneous manipulation of mutli-dimensional parameter sets. Devices such as interactive tables open excting perspectives for such tasks.
The objective of this internship is to explore the design and usability of new interaction metaphores for the specific task of interactive camera control. The control operates at the level of cinematographic editing parameters such as pacing, camera dynamicity, novelty of shots, composition together with a number of narrative dimensions such as dominance of characters, affinity or isolation.
Main tasks are:
(i) propose new interaction metaphores adapted to the context
(ii) integrate the interaction process with our cinematography engine (SCA 2010)
(ii) evaluate the usability of such metaphores
Topic:
Le sujet se positionne dans le contexte d'un projet national (projet SUSTAINS) autour d'outils d'aide à la décision pour des tâches de pré-programmation urbaine: comment organiser spatialement les différents éléments (ilots, quartiers, centralités, équipements induits, logements, commerces) en intégrant les dimensions environnmentales, sociales, de transport et énergétiques et sous des contraintes de taux d'emploi, de densité et de population totale fixées.
L'objectif du stage consiste à réaliser un prototype logiciel utilisant la programmation par contraintes pour générer une pré-programmation urbaine. En particulier, le stagiare devra:
(i) modéliser les différentes classes de contraintes et de règles de conception urbaines
(ii) identifier et évaluer les techniques de résolution adaptées
(iii) réaliser un démonstrateur logiciel
Le travail se réalisera à l'aide de la plateforme logicielle CHOCO .