Character Flesh Dynamics
by
Matt Burkhart
With increasingly powerful hardware available, we continue to
expect more realism from games and other interactive graphical
applications. The goal of this research is to improve techniques for
simulating deformable models in real-time applications. Specifically, we
are extending the framework developed by Steve Capell which was designed
to simulate deformable models and articulated characters as elastic
volumes. To improve the realism that can be achieved we are working on
taking a step toward anatomical modeling and techniques to efficiently
handle self-collisions.
Advised by Zoran Povovic
CSE 403
Wednesday
February 9, 2005
3:30 - 4:20 pm