Video games and other interactive real-time applications are often required to present a view of a virtual world in a manner that is both contextually appropriate and aesthetically pleasing. The internal mechanism responsible for this process is colloquially known as a virtual camera system. As the main avenue through which the viewer interacts with the virtual world, the effectiveness of the camera system at presenting such a view has a major influence on the viewer’s satis-faction and enjoyment of the experience.
A poorly implemented cam-era system will likely cripple the application to such an extent that excellence in graphical presentation or interactive mechanics may be insufficient to overcome it. A brief perusal of video game reviews, for example, will reveal common problems such as poor framing, cam-eras passing through environmental features, and so forth. These rec-ognized problems will have a negative effect on the rating that the game receives. On the other hand, a well-designed camera system
one that presents the virtual world in an unobtrusive and easy to understand manner — allows a great interactive design to become fully realized. In light of this, it is surprising that there is so little information available to the designers and implementer of interactive camera systems.
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