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An AI that mimics the directorial style of Quentin Tarantino – or literally any other auteur you care to think of? The possibilities are tantalizing and within reach.
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A group of researchers out of Aalto University in Finland
have devised a tool that generates video
in the style of specific
directors.
It’s so good that when put to the test and audiences can
tell which directors’ style is being mimicked.
Cine-AI is
in fact targeted at the automated creation of cutscenes in video games – but
its applicability to generating cine-literate visual storytelling that emulate
the film language of famous directors - alive or dead - is clear.
It would also only be a hop, skip and a jump to apply the
same process to auto-generate synthetic cinematography as if lensed by Vittorio
Storaro or Roger Deakins. Anathema as it sounds – this will be possible at a
convincingly photoreal level sooner than we think.
The particular problem that the Inan Evin, Perttu Hämäläinen
and Christian Guckelsberger sought to crack is laid out in their white paper published in August.
In-game cutscenes
are non-interactive sequences in a video game that pause and break up gameplay.
In high-quality (AAA) productions especially, cutscenes feature elaborate character
animations, complex scene composition and extensive cinematography for
which games developers may need to
hire dedicated directors, cinematographers, and entire movie productions teams.
“Cutscenes form an integral part of many video
games, but their creation is costly, time-consuming, and requires skills that many game developers lack,” they
explains. “While AI tools
have been used to semi-automate cutscene production,
the results, typically lack the internal consistency and
uniformity in style that is characteristic of professional human directors.
“We aim to realise
procedural cinematography, focusing on how camera placement, shot continuity
and composition can be brought together by algorithmic means.”
To that end they have devised Cine-AI, an open-source procedural cinematography toolset capable of generating in-game
cutscenes “in the style of
eminent human directors.”
Implemented in
the game engine Unity, Cine-AI
features a novel timeline and storyboard interface for design-time manipulation, combined with runtime
cinematography automation.
Besides Tarantino they
also chose to train their AI on the films of Guy Ritchie (Lock
Stock…, Snatch, Revolver, Sherlock Holmes) explaining that not only did
both directors have recognisable and
unique shooting styles, but they were well known to a wider audience.
That was important when it came to assessing the results.
Arguably also Guy Ritchie’s kinetic style works well for
action-based video games while Tarantino’s works best for more sedate dialogue
heavy scenes.
As the basis for the dataset they extracted
80 one-minute clips from the most highly rated movies of each director on IMDB. For added representativity, half of the
clips chosen were action-heavy,
and the other half to be strong on
dialogue. Each clip was also assessed in terms of its dramatisation level and
the scene’s pace, encoded on
a scale with high values given
to a scene that unfolds quickly for example.
Importantly, these cutscenes are not baked-into the game but
designed to playback dynamically based
on the actual game state, “rendering the production of different,
static cutscenes for each possible gameplay outcome obsolete.”
With the finished clips they arranged for viewers to take
the Pepsi challenge and to judge which was in the style of Ritchie and which a
Tarantino. Eighty percent of the responses were correct.
The team is aware of their system’s shortcomings - and its
potential. They note, for instance, that not all directors solely focus on camera work to express their style.
“Michael Bay, for
example, notoriously employs many
post-processing effects such as lens flares and god rays.”
Future enhancements to the software might introduce additional cinematography
techniques including post-processing effects.
They would like to
open Cine-AI up to more genres outside of action and to account for more
nuanced - less iconic – directorial styles.
“Both directors are
moreover white and western men, and future efforts in extending the dataset
should focus on increasing director
diversity,” they state adding they would be intrigued to see how well Cine-AI
might reproduce the style of horror and action director Timo Tjahjanto.
Other directors cited as providing “a worthwhile challenge to procedural
cinematography” include Spike
Lee (who “focuses on color and
race relations and is well
known for his frequent use of dolly shots to let characters ‘float’ through their surroundings” they say) and French director Agnes Varda (“praised for her unique style of using the camera ‘as a pen’”).
The researchers don’t expect Cine-AI to “completely replace” actual human directors in video game
creation but - like other developers of AI tools – see it as a co-creative in
the process.
“The cinematography
requirements of AAA games tend to get extremely sophisticated in terms of style, scene duration and size,”
they explain. “While AAA companies
will likely continue relying on dedicated production teams to achieve the
desired level of cinematographic quality, they can utilise Cine-AI to create
prototypes for their cinematography design, automatically generate shots to
inspire new ideas, or use the storyboard feature to quickly iterate on possible
shots, following a specific
directorial style.”
Both the proof-of-concept
dataset and the source code is
now publicly available under an
open-source license. The Finnish
team is inviting other researchers,
game developers and film
enthusiasts to join them in
taking the project further.
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