Publications

 
  • P. Burelli and G. Yannakakis, “Real-Time Virtual Camera Optimisation in Dynamic Environments,” (Under Journal Review).
  • P. Burelli, "Virtual Cinematography in Games : Investigating the Impact on Player Experience," in International Conference On The Foundations Of Digital Games, 2013.
    @inproceedings{Burelli2013fdg, abstract = {Cinematography is a key aspect in the development of mod- ern computer games. The quality of the visuals depends, not only on the accuracy of the rendering, but on the way that the scene is presented to the player. Which element should be included in the frame, from which point of view and in which positions are all aspects that have been widely stud- ied in classical cinematography. However, it is still unclear how the principles developed for the film medium are ap- plicable to an interactive medium such as computer games. This article presents a study, which explores the interplay between cinematography and player experience. The results of the experiment demonstrate the existence of an impact of the cinematographic behaviour of camera on both player’s affect and her in-game behaviour. Furthermore, this impact is dependent on the game mechanics highlighting once more the difference between classic cinematography and game cin- ematography.},
      author = {Burelli, Paolo},
      booktitle = {International Conference On The Foundations Of Digital Games},
      file = {:Users/paoloburelli/Documents/Literature/2013/Burelli - 2013 - Virtual Cinematography in Games Investigating the Impact on Player Experience.pdf:pdf},
      title = {{Virtual Cinematography in Games : Investigating the Impact on Player Experience}},
      url = {http://www.paoloburelli.com/publications/burelli2013fdg.pdf},
      year = {2013}
    }
  • P. Burelli, "Adapting Virtual Camera Behaviour," in FDG Workshop On Intelligent Cinematography and Editing, 2013.
    @inproceedings{Burelli2013a, abstract = {In a three-dimensional virtual environment aspects such as narrative and interaction completely depend on the camera since the camera defines the player’s point of view. Most research works in automatic camera control aim to take the control of this aspect from the player to automatically gen- erate cinematographic game experiences reducing, however, the player’s feeling of agency. We propose a methodology to integrate the player in the camera control loop that allows to design and generate personalised cinematographic expe- riences. Furthermore, we present an evaluation of the afore- mentioned methodology showing that the generated camera movements are positively perceived by novice asnd intermediate players.},
      author = {Burelli, Paolo},
      booktitle = {FDG Workshop On Intelligent Cinematography and Editing},
      file = {:Users/paoloburelli/Documents/Literature/2013/Burelli - 2013 - Adapting Virtual Camera Behaviour.pdf:pdf},
      title = {{Adapting Virtual Camera Behaviour}},
      url = {http://www.paoloburelli.com/publications/burelli2013wiced.pdf},
      year = {2013}
    }
  • M. Preuss, P. Burelli, and G. N. Yannakakis, "Diversified Virtual Camera Composition," in European Conference on the Applications of Evolutionary Computation, Malaga, 2012.
    @inproceedings{Preuss2012evogames, address = {Malaga},
      author = {Preuss, Mike and Burelli, Paolo and Yannakakis, Georgios N.},
      booktitle = {European Conference on the Applications of Evolutionary Computation},
      file = {:Users/paoloburelli/Documents/Literature/2012/Preuss, Burelli, Yannakakis - 2012 - Diversified Virtual Camera Composition.pdf:pdf},
      title = {{Diversified Virtual Camera Composition}},
      url = {http://www.paoloburelli.com/publications/preuss2012evogames.pdf},
      year = {2012}
    }
  • L. Turchet, P. Burelli, and S. Serafin, "Haptic Feedback for Enhancing Realism of Walking Simulations," IEEE Transactions on Haptics, vol. PP, iss. 99, pp. 1-1, 2012.
    @article{Turchet2012toh,
      author = {Turchet, Luca and Burelli, Paolo and Serafin, Stefania},
      doi = {10.1109/TOH.2012.51},
      file = {:Users/paoloburelli/Documents/Literature/2012/Turchet, Burelli, Serafin - 2012 - Haptic Feedback for Enhancing Realism of Walking Simulations.pdf:pdf},
      issn = {1939-1412},
      journal = {IEEE Transactions on Haptics},
      keywords = {Haptics,Haptics Technology},
      language = {English},
      number = {99},
      pages = {1--1},
      title = {{Haptic Feedback for Enhancing Realism of Walking Simulations}},
      url = {http://www.paoloburelli.com/publications/turchet2012toh.pdf},
      volume = {PP},
      year = {2012}
    }
  • P. Burelli, "Interactive Virtual Cinematography," PhD Thesis , 2012.
    @phdthesis{Burelli2012phd,
      author = {Burelli, Paolo},
      file = {:Users/paoloburelli/Documents/Literature/2012/Burelli - 2012 - Interactive Virtual Cinematography(3).pdf:pdf},
      pages = {160},
      school = {IT University Of Copenhagen},
      title = {{Interactive Virtual Cinematography}},
      url = {http://www.paoloburelli.com/publications/burelli2012phd.pdf},
      year = {2012}
    }
  • P. Burelli, M. Preuss, and G. N. Yannakakis, "Optimising for Multiple Shots: An Analysis of Solutions Diversity in Virtual Camera Composition," in FDG Workshop On Intelligent Cinematography and Editing, 2012.
    @inproceedings{burelli2012wiced,
      author = {Burelli, Paolo and Preuss, Mike and Yannakakis, Georgios N.},
      booktitle = {FDG Workshop On Intelligent Cinematography and Editing},
      file = {:Users/paoloburelli/Documents/Literature/2012/Burelli, Preuss, Yannakakis - 2012 - Optimising for Multiple Shots An Analysis of Solutions Diversity in Virtual Camera Composition.pdf:pdf},
      title = {{Optimising for Multiple Shots: An Analysis of Solutions Diversity in Virtual Camera Composition}},
      url = {http://www.paoloburelli.com/publications/burelli2012wiced.pdf},
      year = {2012}
    }
  • P. Burelli and G. N. Yannakakis, "Towards Adaptive Virtual Camera Control In Computer Games," in International symposium on Smart Graphics, 2011.
    @inproceedings{Burelli2011sg, abstract = {Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ machine learning to build predictive models of the virtual camera behaviour. The performance of the models on unseen data reveals accuracies above 70\% for all the player behaviour types identified. The characteristics of the generated models, their limits and their use for creating adaptive automatic camera control in games is discussed.},
      author = {Burelli, Paolo and Yannakakis, Georgios N.},
      booktitle = {International symposium on Smart Graphics},
      file = {:Users/paoloburelli/Documents/Literature/2011/Burelli, Yannakakis - 2011 - Towards Adaptive Virtual Camera Control In Computer Games.pdf:pdf},
      keywords = {automatic camera control,camera planning,dynamic camera,neural networks,user modelling,videogame},
      mendeley-tags = {automatic camera control,camera planning,dynamic camera,neural networks,user modelling,videogame},
      title = {{Towards Adaptive Virtual Camera Control In Computer Games}},
      url = {http://www.paoloburelli.com/publications/burelli2011smartgraphics.pdf},
      year = {2011}
    }
  • A. Picardi, P. Burelli, and G. N. Yannakakis, "Modelling Virtual Camera Behaviour Through Player Gaze," in International Conference On The Foundations Of Digital Games, 2011.
    @inproceedings{picardi2011fdg, abstract = {In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their game- play behaviour.},
      author = {Picardi, Andrea and Burelli, Paolo and Yannakakis, Georgios N.},
      booktitle = {International Conference On The Foundations Of Digital Games},
      file = {:Users/paoloburelli/Documents/Literature/2011/Picardi, Burelli, Yannakakis - 2011 - Modelling Virtual Camera Behaviour Through Player Gaze.pdf:pdf},
      keywords = {interactive camera control,neural networks,user modelling,videogame},
      mendeley-tags = {interactive camera control,neural networks,user modelling,videogame},
      title = {{Modelling Virtual Camera Behaviour Through Player Gaze}},
      url = {http://www.paoloburelli.com/publications/picardi2011fdg.pdf},
      year = {2011}
    }
  • P. Burelli and G. N. Yannakakis, "Combining Local and Global Optimisation for Virtual Camera Control," in IEEE Conference on Computational Intelligence and Games, 2010, p. 403.
    @inproceedings{Burelli2010cig, abstract = {Controlling a virtual camera in 3D computer games is a complex task. The camera is required to react to dynamically changing environments and produce high quality visual results and smooth animations. This paper proposes an approach that combines local and global search to solve the virtual camera control problem. The automatic camera control problem is described and it is decomposed into sub-problems; then a hierarchical architecture that solves each sub-problem using the most appropriate optimisation technique is proposed. The approach is compared to pure local search solutions to showcase the advantages of the proposed architecture in terms of visual performance and robustness.},
      author = {Burelli, Paolo and Yannakakis, Georgios N.},
      booktitle = {IEEE Conference on Computational Intelligence and Games},
      file = {:Users/paoloburelli/Documents/Literature/2010/Burelli, Yannakakis - 2010 - Combining Local and Global Optimisation for Virtual Camera Control.pdf:pdf},
      pages = {403},
      title = {{Combining Local and Global Optimisation for Virtual Camera Control}},
      url = {http://www.paoloburelli.com/publications/burelli2010cig.pdf},
      year = {2010}
    }
  • P. Burelli and G. N. Yannakakis, "Global Search for Occlusion Minimisation in Virtual Camera Control," in IEEE Congress on Evolutionary Computation, Barcelona, 2010, pp. 1-8.
    @inproceedings{Burelli2010cec, abstract = {This paper presents a fast and reliable global- search approach to the problem of virtual camera positioning when multiple objects that need to be within the reach of the camera are fully occluded. For this purpose, a comparative anal- ysis of global-search algorithms is presented for the problem of maximising camera visibility across different tasks of varying complexity and within different real-time windows. A custom- designed genetic algorithm is compared to octree-based search and random search and results showcase the advantages of the genetic algorithmproposed with respect to efficiency, robustness and computational effort.},
      address = {Barcelona},
      author = {Burelli, Paolo and Yannakakis, Georgios N.},
      booktitle = {IEEE Congress on Evolutionary Computation},
      file = {:Users/paoloburelli/Documents/Literature/2010/Burelli, Yannakakis - 2010 - Global Search for Occlusion Minimisation in Virtual Camera Control.pdf:pdf},
      keywords = {automatic camera control,genetic algorithm,occlusion,reactive approach},
      mendeley-tags = {automatic camera control,genetic algorithm,occlusion,reactive approach},
      pages = {1--8},
      publisher = {IEEE},
      title = {{Global Search for Occlusion Minimisation in Virtual Camera Control}},
      url = {http://www.paoloburelli.com/publications/burelli2010cec.pdf},
      year = {2010}
    }
  • P. Burelli and A. Jhala, "Dynamic Artificial Potential Fields for Autonomous Camera Control," in AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference, Palo Alto, 2009.
    @inproceedings{Burelli2009aiide, abstract = {Camera control in real-time interactive 3D applications is a challenging problem. Developing a generalized system able to produce high quality visual results and smooth camera movements in dynamic environments remains an open prob- lem in the research community. In this paper, we describe the implementation and evaluation of Artificial Potential Fields for automatic camera placement. We first describe the re- casting of the frame composition problem as a solution to a two particles suspended in an Artificial Potential Field. We demonstrate the application of this technique to control both camera location and camera aim direction. We show that this technique can be successfully used to solve both camera animation and frame composition tasks in dynamic environ- ments in real-time through an example implemented on an existing 3D game engine.},
      address = {Palo Alto},
      author = {Burelli, Paolo and Jhala, Arnav},
      booktitle = {AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference},
      file = {:Users/paoloburelli/Documents/Literature/2009/Burelli, Jhala - 2009 - Dynamic Artificial Potential Fields for Autonomous Camera Control.pdf:pdf},
      publisher = {AAAI},
      title = {{Dynamic Artificial Potential Fields for Autonomous Camera Control}},
      url = {http://www.paoloburelli.com/publications/burelli2009aiide.pdf},
      year = {2009}
    }
  • P. Burelli and A. Jhala, "CamOn: A Real-Time Autonomous Camera Control System," in AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference, Palo Alto, 2009.
    @inproceedings{Burelli2009aiidedemo, abstract = {This demonstration presents CamOn, an autonomous cam- era control system for real-time 3D games. CamOn employs multiple Artificial Potential Fields (APFs), a robot motion planning technique, to control both the location and orienta- tion of the camera. Scene geometry from the 3D environment contributes to the potential field that is used to determine po- sition and movement of the camera. Composition constraints for the camera are modelled as potential fields for controlling the view target of the camera. CamOn combines the compositional benefits of constraint- based camera systems, and improves on real-time motion planning of the camera. Moreover, the recasting of camera constraints into potential fields is visually more accessible to game designers and has the potential to be implemented as a plug-in to 3D level design and editing tools currently avail- able with games. Introduction},
      address = {Palo Alto},
      author = {Burelli, Paolo and Jhala, Arnav},
      booktitle = {AAAI Conference On Artificial Intelligence In Interactive Digitale Entertainment Conference},
      file = {:Users/paoloburelli/Documents/Literature/2009/Burelli, Jhala - 2009 - CamOn A Real-Time Autonomous Camera Control System.pdf:pdf},
      publisher = {AAAI},
      title = {{CamOn: A Real-Time Autonomous Camera Control System}},
      url = {http://www.paoloburelli.com/publications/burelli2009aiidedemo.pdf},
      year = {2009}
    }
  • P. Burelli, L. Di Gaspero, A. Ermetici, and R. Ranon, "Virtual Camera Composition with Particle Swarm Optimization," in International symposium on Smart Graphics, 2008, pp. 130-141.
    @inproceedings{Burelli2008smartgraphics, abstract = {The Virtual Camera Composition (VCC) problem consists in automatically positioning a camera in a virtual world, such that the resulting image satisfies a set of visual cinematographic properties. In this paper, we propose an approach to VCC based on Particle Swarm Optimization. We show, in realistic situations, that our approach outperforms a discretized, exhaustive search method similar to a proposal by Bares et al.},
      author = {Burelli, Paolo and {Di Gaspero},
      Luca and Ermetici, Andrea and Ranon, Roberto},
      booktitle = {International symposium on Smart Graphics},
      doi = {10.1007/978-3-540-85412-8\_12},
      file = {:Users/paoloburelli/Documents/Literature/2008/Burelli et al. - 2008 - Virtual Camera Composition with Particle Swarm Optimization.pdf:pdf},
      keywords = {constraints,optimisation,ray-casting,static},
      mendeley-tags = {constraints,optimisation,ray-casting,static},
      pages = {130--141},
      publisher = {Springer},
      title = {{Virtual Camera Composition with Particle Swarm Optimization}},
      url = {http://www.paoloburelli.com/publications/burelli2008smartgraphics.pdf},
      year = {2008}
    }

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