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.
Amphithéâtre Maurice Halbwachs, Site Marcelin Berthelot
Open to all, subject to availability
-