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The Media School

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Computer Generated Muscle

Human Character Modelling and Animation

Bournemouth 8th November 2006

The holy grail of computer animation is visual realism including realistic animation and modeling of human characters. The enormous complexity of the human body, motion and biomechanics still puts realistic simulation of humans in that domain of yet-to-be-achieved feats. In spite of the profound challenges, film special effects and games industries make extensive use of human character animation.

With the rapid advance of computer animation techniques, many disciplines have begun to realise the potential that animation techniques can bring; medical visualisation, sports sciences, robotics, ergonomics and others. This one day symposium, funded by the AHRC, brought together prominent researchers from the animation, gaming and visual effects industries with their peers in medical science, human biometrics and performance sports to review where we are and look to future possibilities.

CG Skeleton and Muscle CG Ligaments CG chest and spine

Speakers included

Prof. Nadia Magnenat-Thalmann.External Link Her pioneering work over the last 25 with virtual humans has seen her achieve many international artistic and scientific awards. She is the founder of research center MIRALab and creator of the Virtual Marylin Monroe and such films as ‘Rendez-vous A Montreal’ and ‘The Augmented Life in Pompeii’ which give practical and artistic life to her research.

Prof. Daniel Thalmann.External Link Professor and Director of The Virtual Reality Lab (VRlab) at EPFL, Switzerland. His current research interests include Real-time Virtual Humans in Virtual Reality, Networked Virtual Environments and Artificial Life. He has been Professor at The University of Montreal and Visiting Professor/Researcher at CERN, University of Nebraska, University of Tokyo, and Institute of System Science in Singapore.

Prof. Philip Willis.External Link leads the award winning Media Technology Research Centre at Bath. His recent human animation work is based on an emotional model, used to influence an animated face. The emotions include short-term (e.g. surprise, lasting seconds), medium-term (e.g. sadness, lasting minutes) and longer term (e.g. general mood, lasting hours or days). The different effects can be combined and the user can modify their effects in real-time and optionally with different faces.

This conference was sponsored by the Arts and Humanities Research CouncilExternal Link

Campaign Logo
A Skillset Screen & Media Academy The Centre for Excellence in Media Practice National Centre for Computer Animation