Media Technology
Research Centre
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  Geometry for Character Animation and Modelling
  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.

picture of Yun Sheng picture of Phil Willis
Yun Sheng   Phil Willis

The project is joint with the University of Bradford. The work will be managed between the two sites accordingly, with the surface modelling being led by Bradford and the animation being led by Bath. At the School of Informatics at Bradford our co-workers are Dr Hassan Ugail (Principal Investigator), Dr Ian Palmer (Co-investigator) and Dr Gabriela Gonzalez Castro (Research Assistant).

  Research Results
  New project.
  Funding Agency
  The work is funded by the EPSRC.
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