Phenomenological models for the real-time animation of humans and
animals
Contact: Marie-Paule Cani
Being able to animate visually realistic characters in real-time is a
crucial challenge for the computer animation community. The
applications go from the standard virtual humans used in crowd
simulators or in video-games to the generation of the wild animals
populating a natural scene, such as those we are developing in the
EVASION group. We believe that generating real-time, easily
controllable models for such characters cannot be done with the
exclusive use of brute force, physically-based simulation. The aim of
this work is to explore the combination of physically-based
models with a phenomenological modelling of small, animated details
such as cloth folds, skin wrinkles, dynamic hair and fur. The
parameters of these models would be tailored by skeleton-based or
physically-based animations performed at a much coarser scale. The
models would have to capture the geometric constraints inherent to the
elements we need to animate.
Prerequisite: C++, OpenGL,
bases in Computer Graphics and Computer Animation
This PhD position is granted by the VISITOR
European project.
Candidates should check their eliginility and apply according to the
guidelines in: http://www.inrialpes.fr/movi/pub/Visitor/