Humans and virtual creatures play a crucial role in many applications. Their animation requires specific adaptation of the submodel coupling methodology described in the previous lecture. Starting with kinematic, physical or captured animation of a character's skeleton, this session presented methods for deforming their flesh and skin, effectively animating their clothing, and efficiently simulating the movement of their hair. I focused on the mechanical and geometric knowledge to be combined within the various models to achieve the best compromise between visual realism, efficiency and control.
10:30 - 11:30
Lecture
Humans and virtual creatures : animation by successive dressings
Marie-Paule Cani