Animation and Crowds
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Overview Computer Animation and Crowd Simulation deals
with the dynamic aspects of computer graphics and covers everything from
simulating the physics of fluid, hair and fire to creating believable jointed
figures. Our research in this area has been somewhat
disparate. It covers both skinning for character animation (a new framework
that avoids some objectionable visual artifacts in traditional schemes) and
agent-based AI for games (a method for automatically analyzing scenes and
providing high-level information to game agents). People David
Jacka, Patrick Marais, Bruce Merry, Simon Perkins, Ashley Reid Publications Merry, B., Marais, P. and Gain,
J., “Analytic simplification of animated characters”, In Proceedings of the
6th international conference on Computer Graphics, Virtual Reality,
Visualisation and Interaction in Africa (Afrigraph 2009), Pretoria, South
Africa, 3-5 February 2009, ACM Press, pp. 37-45. Perkins, S., Jacka, D., Marais, P. and Gain, J., “A Spatial Awareness Framework for Enhancing Game Agent Behaviour”, Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, Los Angeles (U.S.A), August 2008, ACM Press, pp. 15-22. Jacka,
D., Reid, A., Merry, B. and Gain, J., “A Comparison of Linear Skinning Techniques
for Character Animation”, Afrigraph 2007, Grahamstown, South Africa, October
2007, ACM Press, pp. 177-186. Merry, B., Marais, P. and Gain,
J., “Animation Space: a Truly Linear Framework for Character Animation”, ACM
Transactions on Graphics, Vol. 25, No. 4, October 2006, pp. 1400-1423. Downloads None
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