
Procedural Humans
PR, DA
Content:
Description
The goal of this project is to enable automatic generation of highly detailed humanoid models. We build upon shape grammars that were primary designed for architectural models. Humanoid figure characteristics silghtly change the design requirements compared to building, e.g. there are less repetitions, but stronger symetries. Moreover, a principal feature of living objects is movement. Our second goal is automatic posing and animation of humanoids. Enabling rapid content creation is always fun, playing around with animation even more! Feel free to pick up a task for your praktikum from the procedural human topics listed below.Task
There are several task students can choose from:- Fine editing tools
- Subdivision modeling, symmetries, sculpting, inteligent mesh selection
- Mesh connecting and skinning
- Preservation of mesh connectivity by posing, skelet influence on model vertices
- Interfaces for posing
- Visual pose editing, GUI widgets, poses database
- Face gestures
- Face model template, deformations to gestures
- Inverse kinematics
- Implementation of an IK solver for the generated skeleton
- Advanced animation techniques
- Physically based animation, spring systems, muscular animation
- External rendering
- Internal Ogre3D renderer improvements, export to Collada for external rendering