Simon
Pilgrim

The Red King

Work | Research |

Research

My research concerns the development of character animation methods for improved performance and realism, mainly for the realtime and video game domains.

Character Animation Level of Detail
Whilst there has been considerable research regarding level of detail methods based upon manipulating a character's polygonal data, I am instead looking at the potential of manipulating animation systems to vary the level of detail of a character's motion. The technique has been shown to be suited to the CPU + GPU layout of video game hardware and to have great potential, especially for crowd animation. This work has given rise to research in to level of detail systems with multiple degrees of freedom.


Anatomical Character Modeling
Current investigations are being made into the possibility of a 5 layer model suitable for both straightforward editing by artists and then conversion into a realtime responsive 3D model for use in a game or animation.

  1. Rigid Skeleton
    Support & Motion Reference
  2. Soft Muscle Layer
    Deformation Based Upon Both External Forces & Kinematic/Dynamic State of Model
  3. Soft Fat Layer
    Deformation Based Upon Both External Forces & Kinematic/Dynamic State of Model
  4. Soft Skin Layer
    Visual Representation Layer
  5. Fur/Hair/Clothing
    External Visual Representation Layers

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