Added: 1 year ago
From: abertayTV
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  • It has been over a year now and i can't seem to find your product, what happened?

  • @mgw31660 @mgw31660 Fear not! all is in motion, these things just take some time. As I am ordinarily a Lecturer it takes a little time to get the wheels moving and get things in place so this can be worked on full time (Which it has been for a while now) the first product will be a plugin for Maya allowing the virtual camera functionality to be used in producing CG animation. For more info (and a second updated video to come soon)

  • @mgw31660 And I should have mentioned: google "Cinemotus" to see the latest.

  • i think kinect is better.....................

  • @arcofilipe

    -Not has precise.

    -No cameras.

    -You don;t have to be 6ft away for it to work.

  • @arcofilipe Sorry I meant:

    -More precise.

  • @arcofilipe no shit shirlock. kinect is in stores.. this is just a presentation of new technology and mechanics

  • I wonder, what song used in this video?

  • combine these with video glasses :D

  • gud work.. all the best :)

  • so by "organic" you mean it shakes around a bit :)

  • @DarkShroom In the right circumstances, that might be what you want. Imagine if you wanted to shoot a replay from an action game as if you were actually there in the action (Think of the start of "saving private ryan"). The loose camera work adds to the feel of the scene. By Organic I meant more allowing people to add camera touches by hand rather than describing a camera path with a spline which can feel "Dead" and robotic.

  • whats the song in the beginning? i hear that everywhere on youtube, cyr uses it

  • I didn't get the point, there is nothing new in this, is there? the implementation even wan't impressive. a bit over exaggerated :-)

  • Ever thought about hooking it up with lcd glasses and together with Kinect, move the camera in game as you would in real life, and use kinect for body movement? That would be absolutely fantastic

  • Wow, I'd love to get my hands on this...

  • I thought this is how they do it now, it is pretty logic that you would do it like this. only with heavier controllers to simulate a real camera and to avoid trembling.

  • Avatar utilized low poly proxy objects as stand ins for their multi-billion polygon scenes. But they weren't using everyday workstations either, the rig was a custom built million dollar mini super computer, connecting hundreds of capable video cards and cpu's to take on the bulk of the processing.

    While this device is intriguing, affordable computational power to capture real time camera work in a detail oriented scene is still a long way out.

  • @InTheCity3D but you don't need to do the camera work in the very high detail mode, you can reduce the level of detail when recording the movements and then you render the scene with full details slowly, afterwards, as they do now.

  • @bv90andy As an environment artist with 10 year of experience, I'm quite aware of the process and if you actually take the time to read my post, nowhere did I imply that I'd expect to work in a "very high detail mode"

    I said, the Avatar TD's utilized low poly proxies. Meaning, they worked with minimal geometry, imported in batches, and pre-visualized the shots. But they were still able to see a great deal more detail than any single workstation can offer.

  • gmod?

  • I wonder if you've been able to test this with LightWave 3D's new virtual camera system that was shown off at Siggraph a few months ago. You can see Rob Powers (of Avatar fame) talking about it if you search YouTube for Lightwave Virtual Cinematography.

  • @philnolan3d

    At the moment we have the prototype shown but future plans potentially involve integration into other systems such as 3D modelling packages.

  • Nice, but to REALLY get the camera view they should also find a way to mount a screen in front of you when you're moving around. (VR glasses? lol)

  • Why havn't shaky cam views via a motion controller (like the PS move for example) been implemented yet? It would be great in a shooter! Twist the controller right, look around walls!

  • immersive reality

  • Very cool but what this really needs is some kind of camera stabilizer option so it doesn't pick up every single little jerky motion, which is slightly disorienting and sickness inducing, and it would then look and feel a bit more like a professional hand-held camera with a stabilizer build in.

  • @impurekind

    In the vid we are kind of exagerating the jerky motion to show how its motion captured and "organic". In fact stabilising the camera is really easy and we can have anything from the very jerky input all the way to a full steady-cam which really irons out the kinks. Its just a case of changing a setting :)

  • It's a neat interface, but it has a way to go before it interfaces 'like a camcorder'. It might move as if you are waving one around in your hand, but there's a different feel in working a hand-held camera.

  • @EdgarKritik

    Thanks for the feedback! Indeed its got a ways to go but we think the basic concept works well. Watch this space as the next iteration of this concept will do some very cool stuff.

  • The application is interesting but I hope they've done more research (or planning to) than this video shows. What they've made is just a Wii remote and a shitty Wii game. If they want to demonstrate that this can be used in parallel with a real world camera then that's what they have to demonstrate, not just demonstrate a Wii game whose camera tilts when you rotate the remote...

  • IC-Cave looks so damn cool now, wish it had been there when I went to uni at Abertay, Computer Games Technology is a fantastic course there, this guy used to be one of the lab tutors for PS2 programming back in the day. Good to see things are still going strong (and you're still wearing that necklace, Matt)

  • @joebeard He's teaching me PS2 Programming this year ;)

  • @Brizee2502

    We had Henry Fortuna back in the day, with Matt assisting in the lab. I hear they knocked in the walls in the third level labs, must look pretty cool

  • @joebeard Matt takes Console Game Dev in 2nd, I think Henry Fortuna does the 3rd year stuff, he's certainly still here keeping the PS2's alive somehow. Yeah its all open plan now, although the bit on the right as you go in is currently wasted space. Have you seen the centre of excellence on level 2 at all?

  • @Brizee2502

    Nope I haven't, graduated in 2007 and came back for a visit a year later, haven't seen the uni since, but white space certainly looks very snazzy. Does Louis still teach D3D shaders?

  • @joebeard Are you sure you're not getting white space mixed up with the Centre? Its all neon lights and glass walls. very fancy indeed. Primarily for the Masters Students i believe although we get a few lectures there. I'm not sure actually, don't do DirectX til 3rd year, just realised i fibbed to you. Matt doesn't do PS2 stuff, he does OpenGL. Grant does the PS2 stuff, not sure how long he's been around though, started assisting 1st year Programming semester 2 last year.

  • @Brizee2502

    I probably am, Matt's presenting that video in the Centre? I sort of wish I was a few years younger so I'd have gone to Abertay now, it's all very pretty. Mind you, RTW and Denki have practically kicked it so every silver lining has it's cloud. In any case, it's awesome to see CGT and its related subjects doing well!

  • @joebeard He moves between the Centre, the Level 3 labs and white space (his desk) as far as I can tell. The seen with "IC-CAVE" printed on the wall is Level 3 and the place he starts in is the centre. But yeah the Dundee industry has had its fair share of setbacks hasn't it. I'm pretty sure it'll take a fair bit to knock the course off track though ^^

  • @Brizee2502

    It's certainly very well established, and competitions like Dare are only making it better, by the way, if you see Kenny McAlpine, don't forget to make fun of his hair (if it's still an afro).

  • @joebeard Haha, will do!

  • Impressive stuff. Who is funding this?

  • @danhuby

    This project has been internally funded as part of our ongoing research activities into applications of games technology. It was also supported by sixense (Supplying hardware and technical support).

  • a better-tay

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