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Physics-based muscle effects for real-time character animation

Posted on:2003-06-11Degree:M.ScType:Thesis
University:University of Toronto (Canada)Candidate:Zhang, HowardFull Text:PDF
GTID:2468390011987956Subject:Computer Science
Abstract/Summary:
While natural looking joints are possible with current skinning algorithms for character animation, the modeling of real-time musculature is still in its infancy. While they are able to produce realistic results, techniques that model muscles with great anatomical accuracy or that use high density mass-spring systems are computationally expensive and mostly suitable for offline use. The layered approach functionally separates algorithmic components responsible for modeling skeleton, musculature, and skin. In this thesis, we propose a skinning algorithm based on the layered approach. Our algorithm models musculature using a physics-based method that is both visually effective and fast. It captures four elements that are key to creating realistic musculature: flexure, volume preservation, inertia, and gravity. At the same time, our algorithm is able to achieve real-time frame rates. It is implemented in a stand-alone application and it has been integrated into the character animation system developed by Haptek, Inc.
Keywords/Search Tags:Character, Real-time, Musculature
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