Understanding and improving plausibility of control in physically based character animation

This project aims to understand and improve upon the shortcomings of physically based virtual human characters within virtual environments such as video games. Current physics-based character control methods tend to be too stiff, too strong, and too smart. That is, they do not respond in a natural loose manner to perturbations, they tend to use muscle forces that are larger than a human would use, and they have too much knowledge about the environment which leads to less natural more robotic characteristics. The results of this work will help quantify these problems and create improved controllers

Faculty Supervisor:

Paul Kry

Student:

Partner:

Roblox Canada Inc.

Discipline:

Computer science

Sector:

Information and cultural industries

University:

McGill University

Program:

Accelerate

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