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研究生: 陳浩銘
Hao-Ming Chen
論文名稱: 基於電影攝影學之三維動作自動攝影法
Cinematography-based Automatic Camera Control for Motion Data
指導教授: 楊熙年
Shi-Nine Yang
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊系統與應用研究所
Institute of Information Systems and Applications
論文出版年: 2007
畢業學年度: 95
語文別: 英文
論文頁數: 55
中文關鍵詞: 相機控制電影攝影學虛擬相機自動化相機配置電影文法動態捕捉資料虛擬環境場景表演
外文關鍵詞: Camera control, Cinematography, Automatic virtual camera, Camera placement, Movie grammar, Motion capture data, Virtual environment, Scene acting
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  • 藉由電影,有多種講故事的方法可以表現人物動態動作,然而呈現的影片的好壞卻很難界定。電影的美學一般被認為是主觀的,加上電影攝影學文法也很抽象,因此公式化或者自動化產生所謂具有美感的電影或者影片,有其一定難度。但是,不爭的事實是,即時是未受過專業電影拍攝訓練的一般人也可經由遵循電影攝影學規則,輕易地拍攝出有一定程度的作品。在此研究,我們提出一基於電影攝影、構圖與電影剪接技巧的三維虛擬鏡頭選擇方法。採用動作分段的分法,我們的方法可以自動地對人物動態動作做分鏡;和只使用單一靜止的鏡頭(一鏡到底)拍攝的影片相比較,我們的結果很明顯地能提供較多的角色動作資訊和類似電影的剪接效果。換言之,此方法能給觀影者更多的視覺享受,且更容易掌握影片內容(場景與動作)。


    There are many possible story-telling ways to represent a human motion by a movie, yet it is hard to tell whether this movie is good enough. It is known that the aesthetic of movies is subjective, and the cinematographic rules are abstract, hence difficult to formulate; however, by following cinematographic rules, one can produce an acceptable result. In this paper, we propose a view selection method based on the cinematography, artistic composition, and film editing rules for positioning cameras in virtual 3D space. Our method can automatically film the dynamic human motion with the aid of motion pre-segmentation. Comparing to fix-view shots, our resulting movies have more information about the character’s motion and yield the feeling of film-like editing; therefore, they provide viewers with more visual appeal and scene understanding.

    CHINESE ABSTRACT ii ABSTRACT iii ACKNOWLEDGEMENTS iv TABLE OF CONTENTS v LIST OF FIGURES vi CHAPTER 1 INTRODUCTION 7 CHAPTER 2 RELATED WORK 9 CHAPTER 3 CAMERA PLACEMENT 13 1.1 System Overview 13 1.2 Data Preparation 14 1.3 View Space Sampling 16 1.3.1 Viewing Sphere 17 1.3.2 The Line of Interest 19 1.3.3 The Triangle Principle 24 1.3.4 View Selection 33 CHAPTER 4 VIEW REFINEMENT 35 1.4 Types of Shot 35 1.5 Common Visual Axis 36 1.6 Artistic Composition 38 1.6.1 The Rule of Thirds 41 1.6.2 Maintaining Sectors 42 CHPATER 5 RESULTS 44 1.7 Slam Dunk Motion 44 1.8 Somersault Motion 47 1.9 Playground Motion 49 CHPATER 6 CONCLUSION AND FUTURE WORK 51 REFERENCES 53

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