Brown Computer Graphics Group


Realistic Animation of Human Motion


Dynamic Scaling


High quality human motion data is expensive, whether it comes from captured human motion, motion created by a talented animator, or motion developed by an experienced behavior designer. The goal of this project is to reduce the expense involved in creating new motion and altering existing motion in a realistic manner. One objective is to develop a real-time environment that allows an animator to interact with physically-based models. We are also developing techniques to allow users to incrementally create physically-based animations.

For more information...

  • Fast dynamic scaling using simple machine abstractions
  • Dynamic scaling of control system parameters

    Participants: Nancy Pollard, Jonathan Cummings, Carolyn Uy, Fareed Behmaram-Mosavat


    Dexterous Behavior

    Even simple activities that involve interacting with objects in the environment are difficult to animate. Activities involving interaction may range from very subtle (e.g. picking up an object on the desktop) to very dynamic (e.g. the collision of two players on the football field). The human eye is quite good at picking out physically unrealistic behavior in such scenarios. We are developing new models of interaction between characters and their environment that can be used to simulate these types of activities in a realistic manner.

    Participants: Anthony Fang


    Modeling Flexible Tissue

    Animated human characters have not yet achieved a high level of visual realism. We are exploring techniques to better model the biological system in an animation setting. This involves developing more accurate representations of underlying structures such as tissue and joints.

    Participants: Remco Chang


    Non-photorealistic Rendering of Dynamic Motion


    2D or 3D plots are not always the best way to visualize information about the physics of motion. This project is investigating techniques to assist a user in understanding motion from a physical point of view.

    Participants: Moira Burke (U. of Oregon)

    For more information...

  • Results -- Rendering Dynamic Motion


    Past Projects


    Image-Based Rendering for Animation


    We are exploring image-based techniques to allow large groups of characters to be viewed and controlled in real-time. As rendering algorithms become more complex, the rendering step may become the main bottleneck to achieving real-time animation of large scenes. If we can avoid re-rendering characters for a number of frames yet still represent the character's appearance and motion with an acceptable level of fidelity, then we can display and control larger scenes in real-time.

    For more information...

  • Results -- applying image-based rendering techniques to animation

    Participants: Audrey Wong


    Electronic Playbook


    Football coaches create and distribute playbooks for their teams at the start of every season. These playbooks represent a static image of each play. A computer representation of such a playbook has a large number of advantages, including the ability to view the evolution of a play over time, develop new plays on the fly, and present a view of the field from any player's point of view. We are creating a gesture-based implementation of an electronic playbook.

    For more information...

  • Results -- COACH application

    Participants: Jeff Pickering


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