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real time camera + animation resources
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BOOKS: | |
====== | |
Real Time Cameras | |
2009, Mark Haigh-Hutchinson | |
https://books.google.com/books/about/Real_Time_Cameras.html?id=nCEHvIpshFAC&hl=en | |
http://www.gamasutra.com/view/feature/132456/realtime_cameras__navigation_and_.php?print=1 | |
BOOK CHAPTERS: | |
============== | |
http://aiwisdom.com/graphics_camera.html | |
http://aiwisdom.com/ai_camera.html | |
The Vector Camera | |
David Paull (Tanzanite Software) | |
Game Programming Gems | |
Camera Control Techniques | |
Dante Treglia (Nintendo of America) | |
Game Programming Gems | |
The Parallel Transport Frame | |
Carl Dougan | |
Game Programming Gems 2 | |
Smooth C2 Quaternion-based Flythrough Paths | |
Alex Vlachos (ATI Research), John Isidoro | |
Game Programming Gems 2 | |
Classic Super Mario 64 Third-Person Control and Animation | |
Game Programming Gems 2 | |
Third-Person Camera Navigation | |
Jonathan Stone (Double Fine Productions) | |
Game Programming Gems 4 | |
Camera AI for Replays | |
Sandeep V. Kharkar (Microsoft) | |
AI Game Programming Wisdom | |
An AI Approach to Creating an Intelligent Camera System | |
Phil Carlisle (Team17 Software Ltd.) | |
AI Game Programming Wisdom 2 | |
A Modular Camera Architecture for Intelligent Control | |
Sandeep Kharkar (Microsoft Corporation) | |
AI Game Programming Wisdom 2 | |
Autonomous Camera Control with Constraint Satisfaction Methods | |
Owen Bourne and Abdul Sattar (Institute for Integrated and Intelligent Systems) | |
AI Game Programming Wisdom 3 | |
A Versatile Constraint-Based Camera System | |
Julien Hamaide (10Tacle Studios Belgium/Elsewhere Entertainment) | |
AI Game Programming Wisdom 4 | |
http://aiwisdom.com/math_splines.html | |
Minimal Acceleration Hermite Curves | |
Tony Barrera, Anders Hast, Ewert Bengtsson | |
Game Programming Gems 5 | |
Spline-Based Time Control for Animation | |
James Van Verth (Red Storm Entertainment) | |
Game Programming Gems 5 | |
Nonuniform Splines | |
Thomas Lowe (Krome Studios) | |
Game Programming Gems 4 | |
Critically Damped Ease-In/Ease-Out Smoothing | |
Thomas Lowe (Krome Studios) | |
Game Programming Gems 4 | |
TALKS / PRESENTATIONS: | |
====================== | |
The Cameras Of Uncharted 3 | |
GC2011 / GDC2012, Jason Gregory & Travis McIntosh | |
http://www.gameenginebook.com/coursemat.html | |
http://www.gdcvault.com/play/1015514/The-Cameras-of-Uncharted | |
Iterating Dynamic Camera | |
GDC2011, Phil Wilkins | |
http://www.gdcvault.com/play/1014606/Iterating-on-a-Dynamic-Camera | |
http://www.gdcvault.com/play/1014607/Iterating-on-a-Dynamic-Camera | |
http://genginedesign.blogspot.com/2013/12/camera-systems-god-of-war.html | |
Creating An Emotionally Engaging Camera In TombRaider | |
GDC2013, Remi Lacoste | |
http://gdcvault.com/play/1018141/Creating-an-Emotionally-Engaging-Camera | |
Directed Generation: Procedural and Placeholder Content in BioWare Cinematics | |
GDC2013, Jonathan Perry | |
http://gdcvault.com/play/1017703/Directed-Generation-Procedural-and-Placeholder | |
50 Camera Mistakes | |
GDC2014, John Nesky | |
http://www.gdcvault.com/play/1020460/50-Camera | |
Animating Cameras For Games | |
GDC2014, Simon Unger | |
http://www.gdcvault.com/play/1020055/Animation-Bootcamp-Animating-Cameras-for | |
Scroll Back: The Theory and Practice of Cameras in Side-Scrollers | |
GDC2015, Itay Keren | |
http://www.gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php | |
http://www.gdcvault.com/play/1022243/Scroll-Back-The-Theory-and | |
Math for Game Programmers: Juicing Your Cameras With Math | |
GDC 2016, Squirrel Eiserloh | |
http://www.gdcvault.com/play/1023146/Math-for-Game-Programmers-Juicing | |
End to End Cinematic VR Production Best Practices | |
GDC2016, Patrick Meegan | |
http://www.gdcvault.com/play/1023659/End-to-End-Cinematic-VR | |
MISC: | |
===== | |
Visibility Transition Planning for Real-Time Camera Control | |
https://graphics.ethz.ch/Downloads/Publications/Papers/2009/Osk09/Osk09.pdf | |
Design: Choosing a camera system | |
http://www.hellblade.com/?p=17545 | |
The Full Spectrum Warrior Camera System | |
John Giors | |
http://www.gamasutra.com/view/feature/2068/the_full_spectrum_warrior_camera_.php?print=1 |
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The hellblade article link (line 131) can be updated to,
https://www.hellblade.com/posts/design-choosing-a-camera-system
Great summation btw.