CSC 2529 Winter 2004 Suggested Projects
- Figure of 8 walking The motion trail created by a human pelvis
resembles a figure of 8 on its side. Design an interface where an arbitrary
walk cycle is corrected to match up with its closest figure of 8 shape and
then allow a user to edit this curve to generate variations in the walk.
Event snapping When keyframing animations many keys have a cause effect
behavior and the animation does not make sense if the keys are just
transformed en masse. Design an approach where events defined as linkages by a
user stick together appropriately as an animation is edited. Think of music
beats as one set of events and syncing an animation to the music as grid
snapping to the beat.
- Motion drawings
Pencil sketches are a useful means of quickly creating various object
shapes. Develop an abstraction for sketching animated motions without having
to sketch individual motion curves. Restricting yourself to a particular
character and a particular class of motions will help a lot.
- Picturing motion
Given a complex human motion (e.g., a trampolinist doing a double back flip
with a double twist), how can the motion be best visualized using one or two
images? Pose this as an optimization problem that can be automatically
- Behavioral modeling of everyday motions
When a person sits in a chair to watch a presentation or sits in a chair in
front of a desk, they never really stop moving. Build a simple behavioral
model of the types of motions typically observed for these situations.
- Dynamic controllers from motion capture
Given a human motion and a dynamic controller for it, compute the parameters
of the controller to fit sample motions obtained using motion capture. Fingers
plucking guitar strings or a percussionist playing are good example
- Patterns in motion find repetitive patterns in motion curves and
abstract them so they repeated in different contexts. Examples of this are lip
movements for the same word spoken multiple times in a passage or someone
shaking a leg subconsciously.
- Interactive character poser/animator: Implement techniques
for interactively posing and animating a character's skeleton within a 3D
volume display using motion capture as the input.
- Interactive character poser/animator II: Implement
techniques for interactively posing and animating a character's skeleton on a
large display wall using motion capture as the input.
- Interactive character poser/animator III: Implement
techniques for interactively posing and animating a character's skeleton that
uses a motion graph as a set of known motion and haptic feedback from a
phantom to allow the user to explore the motion space of the character.
- Reactive Motion Build a system for higher level motion of a
stick figure. The system
should bassically cause the character to move in a manner that is reactive to
the character's perception of the environment. Imagine a boxer in a ring.
- Musculature based skinning
Build a musculature based skinning algorithm that works from the outside in.
It takes a model in the rest pose that muscles are fit to. From there on the
musculature drives the deformation of the skin.
- Noah Lockwood, Patricio Simari - Acting and direction on large
- Mike McGuffin, Anand Agarawala - Behavioural game with temporal
- Adam Robson - Behavioral game.
- Matin de Lasa - Skeletal Dynamics
- Jack Bibliowicz - Facial analogies
- Jack Wang - Learning controllers
- Steve Tsang - Interactive game attribute authoring.
Dept of Computer Science,
University of Toronto
Last modified: Sept 6 13 16:20:56 EST 2002