Thinking Like a Director

This article introduces Film Editing Patterns (FEP), a language to formalize film editing practices and stylistic choices found in movies. FEP constructs are constraints, expressed over one or more shots from a movie sequence, that characterize changes in cinematographic visual properties, such as shot sizes, camera angles, or layout of actors on the screen. We present the vocabulary of the FEP language, introduce its usage in analyzing styles from annotated film data, and describe how it can support users in the creative design of film sequences in 3D. More specifically, (i) we define the FEP language, (ii) we present an application to craft filmic sequences from 3D animated scenes that uses FEPs as a high level mean to select cameras and perform cuts between cameras that follow best practices in cinema, and (iii) we evaluate the benefits of FEPs by performing user experiments in which professional filmmakers and amateurs had to create cinematographic sequences. The evaluation suggests that users generally appreciate the idea of FEPs, and that it can effectively help novice and medium experienced users in crafting film sequences with little training.

[1]  David Salesin,et al.  The virtual cinematographer: a paradigm for automatic real-time camera control and directing , 1996, SIGGRAPH.

[2]  Maneesh Agrawala,et al.  Computational video editing for dialogue-driven scenes , 2017, ACM Trans. Graph..

[3]  William H. Bares,et al.  A Model for Constraint-Based Camera Planning , 2000 .

[4]  Marc Christie,et al.  Intuitive and efficient camera control with the toric space , 2015, ACM Trans. Graph..

[5]  Marc Christie,et al.  The director's lens: an intelligent assistant for virtual cinematography , 2011, ACM Multimedia.

[6]  H. Zettl Sight, Sound, Motion: Applied Media Aesthetics , 1973 .

[7]  Riccardo Leonardi,et al.  Over-the-shoulder shot detection in art films , 2015, 2015 13th International Workshop on Content-Based Multimedia Indexing (CBMI).

[8]  Robert Michael Young,et al.  Cinematic Visual Discourse: Representation, Generation, and Evaluation , 2010, IEEE Transactions on Computational Intelligence and AI in Games.

[9]  Steven M. Drucker,et al.  Intelligent Camera Control in a Virtual Environment , 1994 .

[10]  Marc Christie,et al.  Analyzing Elements of Style in Annotated Film Clips , 2017, WICED@Eurographics.

[11]  Tat-Seng Chua,et al.  A cinematic-based framework for scene boundary detection in video , 2003, The Visual Computer.

[12]  Wallapak Tavanapong,et al.  Shot clustering techniques for story browsing , 2004, IEEE Transactions on Multimedia.

[13]  James C. Lester,et al.  Realtime Constraint-Based Cinematography for Complex Interactive 3D Worlds , 1998, AAAI/IAAI.

[14]  Rémi Ronfard,et al.  Continuity Editing for 3D Animation , 2015, AAAI.

[15]  Marc Christie,et al.  Analysing Cinematography with Embedded Constrained Patterns , 2016, WICED@Eurographics.

[16]  Donald E. Knuth,et al.  Fast Pattern Matching in Strings , 1977, SIAM J. Comput..

[17]  Rémi Ronfard,et al.  Steering Behaviors for Autonomous Cameras , 2013, MIG.

[18]  Yaser Sheikh,et al.  On the use of computable features for film classification , 2005 .

[19]  Brian O'Neill,et al.  Creativity support for novice digital filmmaking , 2013, CHI.

[20]  Patrick Olivier,et al.  A real-time cinematography system for interactive 3D environments , 2010, SCA '10.

[21]  Alberto Del Bimbo,et al.  Structured representation and automatic indexing of movie information content , 1998, Pattern Recognit..

[22]  Mark O. Riedl,et al.  A Lightweight Intelligent Virtual Cinematography System for Machinima Production , 2007, AIIDE.

[23]  R. Michael Young,et al.  Real-time cinematic camera control for interactive narratives , 2005, ACE '05.

[24]  Yaser Sheikh,et al.  On the use of computable features for film classification , 2005, IEEE Transactions on Circuits and Systems for Video Technology.

[25]  David Salesin,et al.  Declarative Camera Control for Automatic Cinematography , 1996, AAAI/IAAI, Vol. 1.

[26]  Rémi Ronfard,et al.  The Prose Storyboard Language: A Tool for Annotating and Directing Movies , 2015, FDG 2015.

[27]  Roy Thompson,et al.  Grammar of the Shot , 1998 .