Many real objects (especially living ones such as humans) are flexible, not rigid. Such deformable objects exhibit complex motion that is tedious (or impossible) to animate by hand. This project explores the physical simulation of deformable objects for computer animation. In particular, we are interested in the animation of characters such as humans and animals. Our goal is to create efficient and user-friendly methods of simulating deformable characters, and to provide the animator with tools for controlling the pose and shape of the character, within an elastic simulation paradigm.
Matthew Burkhart
Physically Based
Rigging for Deformable Characters |
|
Interactive Character Animation Using Dynamic Elastic Simulation | |
Interactive
Skeleton-Driven Dynamic Deformations |
|
A Multiresolution
Framework for Dynamic Deformations |
Click on the images below to view Quicktime movies (about 1-5 megabytes each).
University of Washington Animation Research Labs
National Science Foundation grants DMS-9803226, CCR-0092970, EIA-0121326, IIS-0113007, and CCR-0098005
An Intel equipment donation
Microsoft Research
Sony
Alias
Electronic Arts
Washington Research Foundation
An Alfred P. Sloan Fellowship