Animation and Crowds 





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).


David Jacka, Patrick Marais, Bruce Merry, Simon Perkins, Ashley Reid


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.


None as yet.



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