In
3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D
virtual world
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities ...
. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required.
As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the
player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
is going to be in the next few seconds; therefore, it is not possible to plan the
shots as a film maker would do. To solve this issue, the system relies on certain rules or
artificial intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech re ...
to select the most appropriate shots.
There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the character's movements. Finally, ''interactive camera systems'' are partially automated and allow the player to directly change the view. To implement camera systems, video game developers use techniques such as
constraint solvers,
artificial intelligence scripts, or
autonomous agent
An autonomous agent is an intelligent agent operating on a user's behalf but without any interference of that user. An intelligent agent, however appears according to an IBM white paper as:
Intelligent agents are software entities that carry out ...
s.
Third-person view
In video games, "third-person" refers to a
graphical perspective
Linear or point-projection perspective (from la, perspicere 'to see through') is one of two types of graphical projection perspective in the graphic arts; the other is parallel projection
In three-dimensional geometry, a parallel project ...
rendered from a fixed distance behind and slightly above the player character. This viewpoint allows players to see a more strongly characterized
avatar
Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appearanc ...
, and is most common in
action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform gam ...
s and
action adventure game
The action-adventure genre is a video game hybrid genre that combines core elements from both the action game and adventure game genres.
Typically, pure adventure games have situational problems for the player to solve to complete a storyli ...
s. Games with this perspective often make use of positional audio, where the volume of ambient sounds varies depending on the position of the avatar.
There are primarily three types of third-person camera systems: the "fixed camera systems" in which the camera positions are set during the game creation; the "tracking camera systems" in which the camera simply follows the player's character; and the "interactive camera systems" that are under the player's control.
Fixed
With a fixed camera system, the developers set the properties of the camera, such as its position, orientation or
field of view
The field of view (FoV) is the extent of the observable world that is seen at any given moment. In the case of optical instruments or sensors it is a solid angle through which a detector is sensitive to electromagnetic radiation.
Human ...
, during the game creation. The camera views will not change dynamically, so the same place will always be shown under the same set of views. Games that use fixed cameras include ''
Grim Fandango
''Grim Fandango'' is a 1998 adventure game directed by Tim Schafer and developed and published by LucasArts for Microsoft Windows. It is the first adventure game by LucasArts to use 3D computer graphics overlaid on pre-rendered static background ...
'' (1998) and the early ''
Resident Evil
''Resident Evil'', known in Japan as is a Japanese horror game series and media franchise created by Capcom. It consists of survival horror, third-person shooter and first-person shooter games, with players typically surviving in environments ...
'' and ''
God of War
A war god in mythology associated with war, combat, or bloodshed. They occur commonly in both monotheistic and polytheistic religions.
Unlike most gods and goddesses in polytheistic religions, monotheistic deities have traditionally been p ...
'' games.
One advantage of this camera system is that it allows the game designers to use the
language of film, creating mood through camerawork and selection of shots. Games that use this kind of technique are often praised for their cinematic qualities. Many games with fixed cameras use
tank controls
Tank controls are a control system used in video games whereby players control movement relative to the position of the player character, rather than the perspective of the game camera.
Mechanism
In a game with tank controls, pressing up (f ...
, whereby players control character movement relative to the position of the
player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
rather than the camera position;
this allows player to maintain direction when the camera angle changes.
Tracking
Tracking cameras follows the characters from behind. The player does not control the camera in any way – they cannot for example rotate it or move it to a different position. This type of camera system was very common in early 3D games such as ''
Crash Bandicoot
''Crash Bandicoot'' is a video game franchise originally developed by Naughty Dog as an exclusive for Sony's PlayStation console. It has seen numerous installments created by various developers and published on multiple platforms. The series c ...
'' or ''
Tomb Raider
''Tomb Raider'', also known as ''Lara Croft: Tomb Raider'' from 2001 to 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, ...
'' since it is very simple to implement. However, there are a number of issues with it. In particular, if the current view is not suitable (either because it is occluded by an object, or because it is not showing what the player is interested in), it cannot be changed since the player does not control the camera. Sometimes this viewpoint causes difficulty when a character turns or stands face out against a wall. The camera may jerk or end up in awkward positions.
Interactive
This type of camera system is an improvement over the tracking camera system. While the camera is still tracking the character, some of its parameters, such as its orientation or distance to the character, can be changed. On
video game console
A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can be played with a game controller. These may be home video game console, home consoles, which are generally placed i ...
s, the camera is often controlled by an
analog stick
An analog stick (or analogue stick in British English), sometimes called a control stick or thumbstick, is an input device for a controller (often a game controller) that is used for two-dimensional input. An analog stick is a variation of a joy ...
to provide a good accuracy, whereas on PC games it is usually controlled by the
mouse
A mouse ( : mice) is a small rodent. Characteristically, mice are known to have a pointed snout, small rounded ears, a body-length scaly tail, and a high breeding rate. The best known mouse species is the common house mouse (''Mus musculus' ...
. This is the case in games such as ''
Super Mario Sunshine
is a 2002 platform game developed and published by Nintendo for the GameCube. It is the second 3D game in the ''Super Mario'' series, following '' Super Mario 64'' (1996). The game was directed by Yoshiaki Koizumi and Kenta Usui, produced b ...
'' or ''
The Legend of Zelda: The Wind Waker''. Fully interactive camera systems are often difficult to implement in the right way. Thus
GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
argues that much of the ''Super Mario Sunshine difficulty comes from having to control the camera. ''The Legend of Zelda: The Wind Waker'' was more successful at it -
IGN
''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa distri ...
called the camera system "so smart that it rarely needs manual correction".
One of the first games to offer an interactive camera system was ''
Super Mario 64
is a platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first ''Super Mario'' game to feature 3D gameplay, combining traditional ''Su ...
''. The game had two types of camera systems between which the player could switch at any time. The first one was a standard tracking camera system except that it was partly driven by
artificial intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech re ...
. Indeed, the system was "aware" of the structure of the level and therefore could anticipate certain shots. For example, in the first level, when the path to the hill is about to turn left, the camera automatically starts looking towards the left too, thus anticipating the player's movements. The second type allows the player to control the camera relatively to
Mario
is a character created by Japanese video game designer Shigeru Miyamoto. He is the title character of the ''Mario'' franchise and the mascot of Japanese video game company Nintendo. Mario has appeared in over 200 video games since his creat ...
's position. By pressing on the left or right buttons, the camera rotates around Mario, while pressing up or down moves the camera closer or away from Mario.
Implementation
There is a large body of research on how to implement a camera system. The role of a
constraint solver software is to generate the best possible shot given a set of visual constraints. In other words, the constraint solver is given a requested shot composition such as "show this character and ensure that he covers at least 30 percent of the screen space". The solver will then use various methods to try creating a shot that would satisfy this request. Once a suitable shot is found, the solver outputs the coordinates and rotation of the camera, which can then be used by the graphic engine renderer to display the view.
In some camera systems, if no solution can be found, constraints are relaxed. For example, if the solver cannot generate a shot where the character occupies 30 percent of the screen space, it might ignore the screen space constraint and simply ensure that the character is visible at all. Such methods include zooming out.
Some camera systems use predefined scripts to decide how to select the current shot for commonly seen shot scenarios called film idioms. Typically, the script is going to be triggered as a result of an action. For instance, when the player's character initiates a conversation with another character, the "conversation" script is going to be triggered. This script will contain instructions on how to "shoot" a two-character conversation. Thus the shots will be a combination of, for instance,
over the shoulder shot
The over-the-shoulder shot (OTS) is a camera angle used in film and television, where the camera is placed above the back of the shoulder and head of a subject. This shot is most commonly used to present conversational back and forth between two ...
s and
close-up
A close-up or closeup in filmmaking, television production, still photography, and the comic strip medium is a type of shot that tightly frames a person or object. Close-ups are one of the standard shots used regularly with medium and long s ...
shots. Such script-based approaches may switch the camera between a set of predefined cameras or rely on a constraint solver to generate the camera coordinates to account for variability in scene layout. This scripted approach and the use of a constraint solver to compute virtual cameras was first proposed by Drucker. Subsequent research demonstrated how a script-based system could automatically switch cameras to view conversations between avatars in a realtime chat application.
Bill Tomlinson used a more original approach to the problem. He devised a system in which the camera is an
autonomous agent
An autonomous agent is an intelligent agent operating on a user's behalf but without any interference of that user. An intelligent agent, however appears according to an IBM white paper as:
Intelligent agents are software entities that carry out ...
with its own personality. The style of the shots and their rhythm will be affected by its mood. Thus a happy camera will "cut more frequently, spend more time in close-up shots, move with a bouncy, swooping motion, and brightly illuminate the scene".
While much of the prior work in automated virtual camera control systems has been directed towards reducing the need for a human to manually control the camera, the Director's Lens solution computes and proposes a palette of suggested virtual camera shots leaving the human operator to make the creative shot selection. In computing subsequent suggested virtual camera shots, the system analyzes the visual compositions and editing patterns of prior recorded shots to compute suggested camera shots that conform to continuity conventions such as not crossing the line of action, match placement of virtual characters so they appear to look at one another across cuts, and favors those shots which the human operator had previously used in sequence.
In mixed-reality applications
In 2010, the
Kinect
Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flig ...
was released by
Microsoft
Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washing ...
as a
3D scanner
3D scanning is the process of analyzing a real-world object or environment to collect data on its shape and possibly its appearance (e.g. color). The collected data can then be used to construct digital 3D modelling, 3D models.
A 3D scanner can ...
/
webcam
A webcam is a video camera which is designed to record or stream to a computer or computer network. They are primarily used in videotelephony, livestreaming and social media, and security. Webcams can be built-in computer hardware or peripheral d ...
hybrid peripheral device which provides full-body detection of
Xbox 360
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation ...
players and hands-free control of the user interfaces of video games and other software on the console. This was later modified by
Oliver Kreylos of
University of California, Davis
The University of California, Davis (UC Davis, UCD, or Davis) is a public land-grant research university near Davis, California. Named a Public Ivy, it is the northernmost of the ten campuses of the University of California system. The institut ...
in a series of YouTube videos which showed him combining the Kinect with a PC-based virtual camera. Because the Kinect is capable of detecting a full range of depth (through
computer stereo vision
Computer stereo vision is the extraction of 3D information from digital images, such as those obtained by a CCD camera. By comparing information about a scene from two vantage points, 3D information can be extracted by examining the relative positi ...
and
Structured light) within a captured scene, Kreylos demonstrated the capacity of the Kinect and the virtual camera to allow free-viewpoint navigation of the range of depth, although the camera could only allow a video capture of the scene as shown to the front of the Kinect, resulting in fields of black, empty space where the camera was unable to capture video within the field of depth. Later, Kreylos demonstrated a further elaboration on the modification by combining the video streams of two Kinects in order to further enhance the video capture within the view of the virtual camera. Kreylos' developments using the Kinect were covered among the works of others in the Kinect hacking and
homebrew community in a
New York Times
''The New York Times'' (''the Times'', ''NYT'', or the Gray Lady) is a daily newspaper based in New York City with a worldwide readership reported in 2020 to comprise a declining 840,000 paid print subscribers, and a growing 6 million paid d ...
article.
Real-time recording and motion tracking
Virtual cameras have been developed which allow a director to film
motion capture
Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robo ...
and view the digital characters movements in real time in a pre-constructed digital environment, such as a house or spaceship.
''
Resident Evil 5
''Resident Evil 5'' is a third-person shooter video game developed and published by Capcom. It is a major installment in the ''Resident Evil'' series, and was announced in 2005—the same year its predecessor ''Resident Evil 4'' was released. ' ...
'' was the first video game to use the technology, which was developed for the 2009 film ''
Avatar
Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appearanc ...
.
[
The use of ]motion capture
Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robo ...
to control the position and orientation of a virtual camera enables the operator to intuitively move and aim the virtual camera by simply walking about and turning the virtual camera rig. A virtual camera rig consists of a portable monitor or tablet device, motion sensors, optional support framework, and optional joystick or button controls that are commonly used to start or stop recording and adjust lens properties. In 1992, Michael McKenna of MIT's Media Lab demonstrated the earliest documented virtual camera rig when he fixed a Polhemus magnetic motion sensor and a 3.2 inch portable LCD TV to a wooden ruler. The Walkthrough Project at the University of North Carolina at Chapel Hill produced a number of physical input devices for virtual camera view control including dual three-axis joysticks and a billiard-ball shaped prop known as the UNC Eyeball that featured an embedded six-degree of freedom motion tracker and a digital button.
See also
*Camera matrix
In computer vision a camera matrix or (camera) projection matrix is a 3 \times 4 matrix which describes the mapping of a pinhole camera from 3D points in the world to 2D points in an image.
Let \mathbf be a representation of a 3D point in homog ...
*Game engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
*Virtual cinematography
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 rec ...
*First-person (video games)
In video games, first person is any graphical perspective rendered from the viewpoint of the player's character, or a viewpoint from the cockpit or front seat of a vehicle driven by the character. The most popular type of first-person video gam ...
References
{{good article
Video game development