Virtual cinematography is the set of cinematographic techniques performed in a computer graphics environment. It includes a wide variety of subjects like photographing real objects, often with stereo or multi-camera setup, for the purpose of recreating them as three-dimensional objects and algorithms for the automated creation of real and simulated camera angles. Virtual cinematography can be used to shoot scenes from otherwise impossible camera angles, create the photography of animated films, and manipulate the appearance of computer-generated effects.
An early example of a film integrating a virtual environment is the 1998 film, What Dreams May Come, starring Robin Williams. The film's special effects team used actual building blueprints to generate scale wireframe models that were then used to generate the virtual world. The film went on to garner numerous nominations and awards including the Academy Award for Best Visual Effects and the Art Directors Guild Award for Excellence in Production Design. The term "virtual cinematography" emerged in 1999 when special effects artist John Gaeta and his team wanted to name the new cinematic technologies they had created.
The Matrix trilogy (The Matrix, The Matrix Reloaded, and The Matrix Revolutions) used early Virtual Cinematography techniques to develop virtual "filming" of realistic computer-generated imagery. The result of John Gaeta and his crew at ESC Entertainment's work was the creation of photo-realistic CGI versions of the performers, sets, and actions. Their work was based on Paul Debevec et al.'s findings on the acquisition and subsequent simulation of the reflectance field over the human face acquired using the simplest of light stages in 2000. Famous scenes that would have been impossible or exceedingly time-consuming to produce within the context of traditional cinematography include the burly brawl in The Matrix Reloaded (2003) where Neo fights up-to-100 Agent Smiths and the beginning of the final showdown in The Matrix Revolutions (2003), where Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unharmed.
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Computer graphics deals with generating s and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing.
Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static (i.e. s) or dynamic (i.e. moving images). CGI both refers to 2D computer graphics and (more frequently) 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects (in films, television programs, commercials, etc.).
3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional , are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering , usually s but sometimes s. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays.
Simulation is a powerful approach that plays a significant role in science and technology. Computational models that simulate learner interactions and data hold great promise for educational technology as well. Amongst others, simulated learners can be use ...
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Hand motor impairments are one of the main causes of disabilities worldwide. Rehabilitation procedures like mirror therapy are given crucial importance. In the traditional setup, the patient moves the healthy hand in front of a mirror; the view of the mirr ...
We present a control framework for achieving a robust object grasp and manipulation in hand. In-hand manipulation remains a demanding task as the object is never stable and task success relies on carefully synchronizing the fingers' dynamics. Indeed, finge ...