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The modelling and animation of characters, human or otherwise, is a huge and
rapidly growing field. The success of movies such as those made by Pixar and
the massive computer games market has led to a need for more realistic
character modelling and animation, and this realism is demanded in shorter
timescales. This is apparent from the large number of computer animated TV
series, such as Jimmy Neutron and Excalibur, which have short production times
to satisfy the consumer demand. An important point to note is that existing
modelling and animation techniques are time consuming and non-intuitive in the
vast majority of situations.
In this research we propose to develop novel
techniques to address these issues. We propose to develop a system that will
offer two distinct advantages over existing techniques. Firstly, we propose to
adopt a modelling technique that will allow intuitive generation and
manipulation of complex geometry. Secondly, and rather more importantly, we
propose to develop techniques which would allow both the modelling and
animation process to be based on the same underlying geometry model.
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