Behind the CG Camera

Tuesday, 23 July
3:30 - 5:30 pm
Ballroom A

Session Chair: Steve Derrick, Vicarious Visions, Inc.

Cameras and Point of View in the Gamespace
A survey of the evolution of game perspective and the reasons behind the choice of perspective, some of which are practical, while others are legacies.

Jay Riddle
Electronic Arts
jriddle@ea.com



MOCAP Game Reserve: A Study of Puppetry and Motion Capture
A study of human-driven character animation with motion capture as presented as part of the SIGGRAPH 2002 Course: Motion Capture: Pipeline, Applications, and Use.

Charlotte Belland
The Ohio State University
belland.2@osu.edu



Motion Capture Done Dirt Cheap
A simple real-time motion capture system based on a skeleton rig with potentiometer angle sensors. The total hardware cost was about $300. Assembly time: one week.

Stefan Gustavson
Linköpings Universitet
stegu@itn.liu.se



Real-Time Video Effects on a PlayStation2
The Sony PlayStation2's powerful rendering and vector-processing capabilities can be used to produce sophisticated video effects, including nonlinear 3D transformations, in real time.

Sarah Witt
Sony B&P Research Labs
sarah.witt@adv.sonybpe.com





Summaries of SIGGRAPH 2002 Sketches & Applications are available in the SIGGRAPH 2002 Conference Abstracts and Applications
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