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real time camera + animation resources
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
@enghqii
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enghqii commented Sep 23, 2021

The hellblade article link (line 131) can be updated to,
https://www.hellblade.com/posts/design-choosing-a-camera-system

Great summation btw.

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