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Controller Synthesis for Physically Based Character Animation

Brian Allen

The goal of this project is to develop a machine learning system to automatically synthesize real-time actuator controllers for physically simulated characters. Such a system should ideally rely on only the mechanical structure of the character and a high-level description of the desired behavior. Bipedal locomotion for human-scale characters has been used to validate the approach.

Automatic Splicing for Hand and Body Animations

Anna Majkowska

We propose a solution to a new problem in animation research: how to use human motion capture data to create character motion with detailed hand gesticulation without the need for the simultaneous capture of hands and the full body.

Sketch Based Facial Animation

Gabriele Nataneli

We are developing a sketch-based interface for driving facial animation. Hand-drawn sketches are the most natural medium for artists and children to express their visions; our goal is to conceal the complexity of a facial animation system through an interface which is both powerful and enjoyable to use.




Character Skinning

Albert Chu

We are developing a character skinning interface module for the D.A.N.C.E software system.

The Virtual Stuntman

Ari Shapiro

We are developing a multi-tasking, autonomous virtual stuntman using a combination of physics-based and kinematic techniques.

Speech To Facial Animation

Yong Cao

We are developing a system for speech-to-facial animation in collaboration with Dr. Fred Pighin at ICT/USC.


Constrained Simulation of Particle Systems and Rigid Bodies

Lucio Flores

We are implementing and modifying existing techniques for the physics-based simulation of particle and rigid bodies. Eventually the project will develop a simulation engine for articulated bodies. We are investigating methods based on cartesian and reduced coordinate systems.

Real Time Cloth Simulation

Ray Huang, Alan Gasperini

We are working on real-time cloth simulation based on a technique presented on the paper "Advanced Character Physics" by Jakobsen and Thomas.

M.A.GIX is in no way affiliated with MAGIX AG