Controlling a virtual camera with a (almost) real one

Who would like to do that? Real cameramen, of course!

The last year has seen a few companies proposing motion-tracked devices specifically designed to act as virtual camera controllers. The idea is that a skilled cameraman can grab one of these and rapidly lay down camera moves and framing shots, instead of playing with splines and keyframes. The following product video for Intersense VCam explains how the idea works:

As you can see in the video, the device has even a camera-like body for more familiar interaction by the cameraman. Intersense has apparently two versions of the VCam system, one with 6DOF tracking, and the other limited to 3DOF. The price I found (on the EST German distributor website) for a complete VCam + tracking system setup is almost 60k euro (ouch), I guess for the 6DOF system (I could not find any price for the 3DOF version).

 

OptiTrack Insight VCS

A similar system is also sold by Optitrack under the Insight VCS name. This one is based on optical motion capture (instead of the inertial-ultrasonic sensors used by the VCam – again referring to the 6DOF version), uses a camera shoulder mount coupled with an LCD display, and comes for 5k dollars (but you have to add up the optical motion tracking system).

OptiTrack Insight VCS Mini

There is also a lower cost “Mini” version, without the screen, based on a XBox controller plus markers (not difficult to build on your own).

The Gamecaster GCS3 is another alternative, using just orientation tracking (you move the virtual camera by operating the device thumbsticks) and selling for almost 20k dollars.

Gamecaster gcs3

Gamecaster gcs3

Check out the videos on the Optitrack and GameCaster web pages, they are quite interesting. It would be also interesting to know how well a skilled cameraman can operate with a 3DOF device compared to a supposedly more natural 6DOF, but I can’t find any review online.

From the software point of view, all these products provide plug-ins for animation software such as Maya or Motion Builder that, more or less, directly map operations on the motion-tracked device (movements, button presses, …) into commands to the virtual camera (move camera, zoom in, …).

Finally, if any of the people in the mentioned companies is reading this (you never know …), would be willing to lend a system for research purposes? Some of us have a couple of research ideas on what to do with these devices.

Automatic Camera Control in the Design of Virtual Exhibitions

Today the Human-Computer Interaction Lab of the University of Udine (disclosure: two of the authors of this blog work there) is releasing a demo of its software for designing virtual exhibitions and visits, called VEX (Virtual EXhibition) CMS. The video below shows how the software works; in particular, at 1:58 in the video you can see how an automatic camera control approach is used to derive viewpoints from which artworks can be appreciated (viewpoints can then be connected to form tours for visitors). The idea is that the designer just selects a number of artworks, and the system first creates a number of properties that the viewpoint must satisfy, e.g. having the artworks not occluded and seen from the front, and then computes the best viewpoint satisfying them.

More about the viewpoint computation process can be found in this paper. The software can be downloaded from this page.

Lights, Camera, Action!

Virtual camera control is about how a user (or a program) can control a virtual camera, i.e. our eye, in a virtual world. It is important in games, CGI movies and any other activity involving the visualization of 3D models. It is also a peculiar topic, where computer-related subjects, like 3D graphics and artificial intelligence, meet more human-related knowledge, such as cinematography and cognition. For example, virtual camera control scientific papers can contain sentences like:

“The big problem in making space movies is figuring out where to place the camera
and in what direction to point it to get an interesting picture.”

The people behind this blog are a group of researches interested in virtual camera control. Our aim here is to provide a place where we can collect and discuss information and news related to virtual camera control, including our own work. For example, our biblography page provides an up-to-date collection of what has been published in the research community.

Going back to space movies, the quote above comes from a seminal paper that James Blinn published in 1988. In the paper, he translates the above cinematographic requirement into something more formal, like

“I want the spacecraft to be at location (xf, yf) screen and d meters away. I want the planet to be at on the location (xa, ya) on the screen, and I want a field of view of φ degrees. Oh, and I want the spin axis of the planet to appear vertical on the screen. . . . “

and then goes on how to generalize the look-at transform in order to compute where to put the camera. The result can be seen in the following video… if you find this interesting, welcome to this blog.