Current 3D game engines offer the potential for new types of interactive storytelling. In this paper, we discuss automated cinematography as it relates to interactive narratives in virtual worlds. Due to the interactive nature of these environments, automated camera controllers cannot fully utilize all of the idioms in the domain of cinematography. It is important to note that substantial investigations into interactive cinematography have already been made [1, 2, 3]. In contrast to these individual systems, we propose a hybrid system that uses abstractly defined cinematographic idioms as constraints to choose the best camera placement for any shot at any moment within any geometry.
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Amerson et al. (2005) studied this question.
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