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